#ue5-engine-source
1 messages · Page 12 of 1
that's nice, they definitely needed an indicator they can be changed
i would like to ask how precise or even informative are crash logs without .pdb and full debuggers? Here is example end of log part where crash began and what someone thinks. Just out of pure interest.
This is a GPU crash so PDB would be pointless
You'd need to run this through a GPU debugger, check with RenderDoc what happens, etc
Might be driver bug, might be engine bug
probably not the case here, but... if you get DXGI_ERROR_DEVICE_REMOVED error from other games, it can also be a hardware issue. I know from experience faulty ram sticks can cause device lost related errors.
though considering this is d3d12 related, 99% it's an engine error.
d3d12 is still stupidly unstable compared to d3d11
For UE5 it's 50% old driver / engine error imho
if you get device lost error I would assume you'd research latest/most stable drivers first before trying to dig in deeper.
Is the ue5-early-access build more stable than than the current 5.0?
The opposite
I seen that myself when 3-4years ago radeon rx 480 was defective, some games was ok some triggered this. Lets hope it is not in this case with my rtx 2060 super or i would have to buy some gtx 16xx or old rx580 as you know.....prices
these current scalper/hi-prices/shortage times force you to downgrade GPU sadly ☹️
Ait thanks 😄
Can we get a moderator to pin 5.0 / ue5-main info? this gets asked multiple times a day.
Maybe rx 6600 or old 2060 6GB..... upwards begin terror prices. I hope Lumen will be extremely optimized to run on lower cards too as who knows how long these prices really last as some part of world gets affected energy crisis too now. Lets just hope it is just a driver, but i started to see this GPU hang with other games too sometimes(las 3-4 months)
Yes people should see that 5.0 is going towards stability and main is active development of upcoming features to 5.1
Lumen looks alright with TSR imho. Though it depends on whether your game can be upscaled or not.
You can set resolution scale to 25 on a low poly game and TSR will do a good job at upscaling (with a bit of sharpening).
Lets just hope epic guys will optimize Lumen Nanite as much as possible in light of growing problems with shortages and energy crisis, who knows how long really and even maybe if prices fall of GPU,s
Wait really? My scenes have this weird pixelation in some areas on movement
Could you link to any example ? I'd be interested in that
when I say low poly, I mean textureless low poly. I don't have an editor in this laptop so can't post anything right now.
I found anything below 25 to be a complete mess, but 25 is serviceable.
Like I could hthink of ways to build procedural nanite mesh from code
voxelplugin's author posted profiling pictures for nanite building (including experimenting with replacing the mesh optimizer).
https://twitter.com/phyronnaz/status/1398244922575097865
This is the thread
got some screenshots:
it holds up in motion if you don't have textures/high frequency detail.
neither has any sharpening though.
I'd say for this kind of low poly art with high frequency detail* you need around 40 for animations to hold up in motion
hmmm
not applicable to me then. I am trying to get 60 fps here on a 1060 6gb with lumen. Currently have 70 with TSR on but it drops to 40 even without any geometry apart from the mannequin mesh (coupd be my code dunno)
Ohhhhh that's where it comes from. Should have guessed. It's a small world. Still... 200ms for a small mesh is super slow. Definitely something to have in an asynchronous task
Very stupid question from artist.
Do I really need to install all this software, have massive storage space and compile it myself?
Can't I just download someone's compiled UE5 engine version, and use it?
(not the early access version that Epic themselves forgot)
Yes.
And no, UE 5.0 is still actively developed by the hour, no one's bothered to make an installed build just for the source to be ahead and possibly implement bugfixes the day after.
It's technically possible for someone to distribute their own build but unless someone else does that for you you need the full source
@shadow birch Yes, I know UE5 being worked on, but Early Access is abandoned and very far behind in features/bugs.
Someone, who probably knows how to automate compiling + uploading, could just upload. Too many of you know how to do these things + have time/storage. I just want to click download, and then run 🙂
You can try asking someone to do it for you, but in general there aren't any public places you can download custom builds from as it would require verifying you've signed the unreal engine eula. Being in this server ostensibly means you have, but that's why there's nowhere you can just go and download it from aside from versions Epic themselves have released.
And frankly, if you're not in a position to compile it yourself you shouldn't be using a source build of 5.0 which is inherently unstable. Regardless of whether the more experienced people in here think current source builds are more stable than EA, most have the ability to troubleshoot and easily swap versions if they do run into a problem. As such, it's hard to recommend that someone who can't build the engine themselves use a 5.0 source build.
EA has been abandoned, but it was only ever meant to be used to show off the new tech while things get stabilized. If you're trying to build something serious, you should be avoiding UE5 entirely until it's ready and stay with 4.27. If you're just messing around, either stick with EA which has most of the new features or learn how to run a source build.
😦
I am building the animation, not a game. If lumen works better, with increased quality/less artifacts, the source version would be better.
Not happy, but whatever. Couple more months in EA2
Real previews will happen eventually. Hopefully not too long from now but there's no real way to tell...
So you're a filmmaker? Then EA2 it is.
You gotta deal with what you can have. If UE5 EA2's lumen disappoints you, and you don't have months to wait for full release nor capability to build from source, then UE4.27 with full path tracer is your option
@shadow birch But is Lumen in source builds better?
Full Path Tracer in UE4 isn't an option with my GPU. It worked alright for small product-shot scene, viewport laggy but movie-queue can deliver results, probably even slightly better than lumen, but for outdoors landscale it just cannot cope.
Most likely better than EA2.
Well, the more obvious alternative would be to ditch UE entirely and go with offline renderers in DCC tool.
That is assuming your movie project can't wait for indefinite release date of stable UE5.
@shadow birch You overestimate my "projects". I am learning, while making personal projects/rendering assets, I did some tests with UE4 RT and Lumen, and I found the performance to be a game-changer. Understanding how to build meshes/materials for is good.
Learning lumen now, because I don't see how it isn't going to be standard in the future. Maybe hollywood production will not switch, but for people who care about iterations/speed/flexibility/scene scalability making animations, no way you will want to work with vray or even redshift when UE5 can render 4k sequence within minutes.
If UE5 has both Lumen and future-RT (not for gaming, but for making movies focusing on quality, especially in translucent, emissive and volumetric), why would I need any other render.
Anyone run into an issue where UMG Designer doesn't show anything? Built from source as of today. Not sure if this is a bug or a me problem.
It's important to realize that Lumen is literally never going to have film grade quality, it certainly doesn't right now under the best case scenario. It will definitely be used in film production for preview purposes and such, but Lumen is real-time tech and that means it can't compete in quality vs offline rendering
Mandalorian style on-set environment rendering sure, final render? Nah
So the thing is....
people don't make public builds, since as someone else said, it changes by the hour, and can hvae breaking things in it
Also added to the fact, it takes like 4 to 8 hours to compile at times
Then we have another issues, and would you trust a third party (like me) compiling the engine for you? I could (I AM NOT SAYING THAT I AM OR WILL, just trying to give a point of security :P) hide malware in it without you knowing it.
Hello world!
So as I go through this channel in particular i'm trying for my team to make local builds of the engine in order to distribute a tiny but efficient build of the engine compile from source.
Here's the issue: when I do that instruction from this msg:
#ue5-engine-source message
I get a working engine and all except RunUAT and all the project in Engine\Source\Programs\Shared\ do not have their compiled dll files which prevents me from doing pipelines and automations
I was wondering if anyone knew how to use my installed build xml instructions and transport automation tools binaries with it.
Right now my work arround was to take the binaries from my github source project and paste them inside my local build, but it asks for them to be recompiled when opening project (which I don't need but still, it bothers me)
If by miracle anyone got any insight on this, thank you, and thanks to anyone taking tine with my problem
Hello, please do not take this a serious guide or building way, but i build UE5 as a hobby to create small worlds and test my modelled props etc... i am no programmer but here is my .bat bundle i successfully build UE5.0. I always deploy these from Unreal source root aka main folder. I cannot help more sadly if your build fails and there are definitely more skilled people for this here.
Sorry to bother but how do you keep track of those kind of changes, is there some kind of changelist somewhere or you just read through the commits ?
no worries, I go through the commits
oh thank you, I might take a look at that, i'm surprised about the size of you SrcBuild file though but anyway if I need to look for answers outside of the UESource workflow i'll definitly check it out !
Are there any improvements to forward shading in ue5 (looking at mobile mainly)?
(Not sure if this is the correct channel to ask this)
Hey im trying to use the CalculateDirection (animinstance) function in UE5, source build from branch 5.0, but its says I got to switch it to UKismetAnimationLibrary::CalculateDirection.
So I changed the function to that and found the include file in the docs online. But I get an error when building saying that it cant open include file. I also tried including the full header path.
I know the header exists as I found it by searching in the solution explorer.
Anybody got a solution to this or know of this problem?
upload a bigger pic buddy. Gonna need a microscope for this one 😂
oh yeah sorry 😂
4>D:\UE5\5\Pilot 5.0\Source\PotionLand\Animation\BaseAnimInstance.cpp(7): fatal error C1083: Cannot open include file: 'KismetAnimationLibrary.h': No such file or directory
4>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "..\..\Build\BatchFiles\Build.bat -Target="PotionLandEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
4>Done building project "PotionLand.vcxproj" -- FAILED.
Omg cant believe I forgot about that, such a noobie mistake 😅
Thank you so much!
Does anyone else have the issue of designer in UMG not working? Built from source yesterday
https://cdn.discordapp.com/attachments/847540731157413928/932858432652988456/unknown.png
Which branch? Some are less stable than others
i used 5.0 last night on a new build and it worked fine, have you tried the restart the editor bug fix?
Im using ue5-main as of last night @echo ravine
your ui doesnt match mine tho so I am guessing another branch
Kinda upsetting because i've been dabbing with this version for hours and this is the only potential bug i've came across and its a really big one :/
so new widgets have this issue? after restarting fresh?
Well i think they were adding this 'feature' and it ended up messing up the original graph is what i fear.
Because the UI shows on the widget icon before opening it up, and doesn't show up in the graph
thats how it works in 5.0 and its fine
oh so you guys are building on 5.0 not 5.1 :l
yes, 5.0 should be the future stable release we will all get. main is the future branch for future stuff and not ever intended to be stable
I completely overlooked this
https://tenor.com/view/pakistan-cricket-fan-pakistan-fan-cricket-angry-fan-angry-fan-angry-man-gif-19825067
ue5-main (not to be confused with 5.1 or 5.0) is completely unstable bleeding edge stuff
Real time work stuff
Yeah i was told something else, so is the current 5.0 one stable? I'd assume
I dont think Epic has actually said "here is what each branch is for, buyers beware" officially. People just go based on past experiences with 4.xx source
and yeah nothing is stable until a release, and then its not stable until a few point releases, and even then... well.. its software lol
Yeah i'm needing to upgrade to a source build because EA2 has a few really insane bugs for my type of game that makes it very hard to debug on, but they're all fixed in the source build
Joining late so apologies if I'm missing context, but if you're on about 5.0 vs ue5-main the it's as follows:
- Everything that's not tagged as a final release is considered potentially unstable, it's all "buyers beware".
- 5.0 is the branch that will become the final release and all development intended for the 5.0 release will be in that branch
- ue5-main contains work that would not be ready in time for 5.0 as well as having all the 5.0 changes merged back into it. There is no intention that main should be compatible with 5.0 which we make explicit by incrementing the version number in main.
- More effort is taken to make the release branch (5.0) stable however no guarantees are made until the tagged release. We try to make sure issues are resolved quickly and the stability normally improves the closer we are to the actual release
- ue5-main is right on the bleeding edge so is far more liable to be unstable. Efforts are made to keep the branch building and working but it is strongly not recommended for development unless you really need it
- When it comes time for 5.1 the same process will happen again with main branching into a new 5.1 branch, all 5.1 development switching to that new branch and main becoming 5.2
For new people wanting a source code version of UE5 for a project the recommendation would be to use the 5.0 branch as that will be able to go into the final 5.0 release unlike work in main
Hey <@&213101288538374145> we have pin material here
Done!
thanks Hibbitts :)
Much thanks for the clarity 🙂
No worries, I've mentioned it a few times in various channels so nice to have it more centralized somewhere
do you have context for the staging and test branches as well since those are often asked about?
Not entirely sure as I'm not directly on the engine team but I can double check. Normally though staging is a branch for doing integrations in, i.e. if you're bringing in some big changes from another branch you bring it into the staging branch, fix everything up and then when it's all good you bring it into main.
10-4 🙂 It's always nice to be able to tell people why they shouldn't be messing around with the other branches when stuff suddenly implodes lol
You shouldn't ever need to touch either of those branches, both are just part of internal processes and aren't actual development branches.
shouldn't yes..... do people touch them? yes.... lol
Yep just checked and those are used by QA as staging points to test changes from Release-5.0 and/or UE4/Main before it goes into UE5-Main. They're not intended for anyone outside of that team to touch so I'd recommend just forgetting they exist
are the 5.0 projects backwards compatible with 5EA ?
i mean obviously some thigns wont work but like will it still open xd?
no
4.26 -> 5.0EA -> 4.27 -> 5.0 -> 5-main is pretty much the chain of engines right now
ok thanks!
Close but 5.0EA is not compatible with 4.27, they're basically parallel versions at the moment which will combine in 5.0:
Quick, someone make a captain planet edit where it's all the versions combining into 5.0
How dare you? We're strictly a Voltron based development here.
Appreciate that!
Hi Mathew, nice meeting you here, My wife (My blueprints partner) and I are big fans of your videos on youtube and learn.unrealengine. In fact I hope you keep adding your courses to Learn ‘cause you truly know how to teach.. This is from a Game Dev college teacher. Edit: maybe you’re not used to complements like this one but I like to give credit where credit is due 🙂
5.0 built from github yesterday doesnt want me to disable lumen…is this normal?
Are you guys having the same behaviour?
no issues disabling it in project settings here on a build from about 24 hours ago
Ok, thanks!
I'm getting this message even on new blank projects. Did I do something wrong when compiling?
when disabling lumen in project settings
I will try new version tomorrow anyway
thanks a lot for all your help guys
anyone how to work with the water in source 5.0
It seems a few things have changed and I am having a bit of trouble getting it to work without it modifying the ground
yeah
uncheck the Affect Heightmap
however that was a limitation previously and it didnt work, so you had to modify the material
as per the UE Deep Dive on Water video
lol
well now that doesnt even work
Which makes me think there is a new method. I mean it works if i let it modify the land.... but i dont WANT it to damnit
🤣
Im not aware of any way to make it work without affecting the landscape. I ran into this in UE5 EA and source builds and I've always had to use the toggle to get it to work. Otherwise the water mesh just snaps down to world z 0
Yeah there is a way to make it not work, but it's a hack essentially.
The guy from epic even calls it that. Lol
Late test reply: DX11 without HW RT really is more stable, i wonder why DX12 has so much issues? Will there be day when i could switch editor to Vulkan one day and it is rock solid and same feature level(incl HW RT)? what do you think?
How can you make any conclusion about stability for a version of the engine that isn't even in preview...
don't spam multiple channels with your question
bot?
Crossposting is against server #rules
aha ok
but this problem i think its related to ue5
archive class is little different from ue4
ok, I compiled a new version and keep getting this message as soon as I try to disable lumen. I guess it's an issue on my end.
Which branch?
5.0
Latest driver?
hmm, but if i build the game and test it on another machine it also fails when trying to disable lumen via console commands
but I will try right now
thanks for the suggestion
I'm not that worried, clearly is an issue on my end and if with "real" version doesn't work I will format my system and start clean
Unlikely that formatting computer will help much here
oh
The engine is heavily work in progress, if you've got a recent 5.0 and a recent driver, accept the issue and try again in three months
aye..I might not update again till release version is out
I'm not that worried since it happens with an empty new project too
thanks for the help
It seems they fixed ue5-main commits duplicity on GitHub
one day... ¯_(ツ)_/¯
Is there a reliable way to update engine source files, e.g. getting like 1-3 days worth of commits, without doing a full rebuild?
does not seem like it at least when I tried
Yeah, I was afraid so, thanks for the answer. Hopefully somebody here has a good solution for it.
No, there is not
3 days worth of commits is like every single file changed
Ait, I see.
Get this error/crash immedieately when opening up my project in the new Engine build. It was previously a UE5 early access build. For some strange reason it worked yesterday, I got to open it with no issues. No changes have been made to any niagara effects. Building a debug editor now.
Assertion failed: sizeof(T) == TypeDefHandle->GetSize() [File:C:\SLS_Dev\Engine\Plugins\FX\Niagara\Source\Niagara\Public\NiagaraTypes.h] [Line: 1754]
UnrealEditor_NiagaraEditor!UNiagaraNodeFunctionCall::AllocateDefaultPins() [C:\SLS_Dev\Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Private\NiagaraNodeFunctionCall.cpp:300]
UnrealEditor_NiagaraEditor!UNiagaraNode::ReallocatePins() [C:\SLS_Dev\Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Private\NiagaraNode.cpp:210]
UnrealEditor_NiagaraEditor!UNiagaraNodeFunctionCall::RefreshFromExternalChanges() [C:\SLS_Dev\Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Private\NiagaraNodeFunctionCall.cpp:1211]
UnrealEditor_NiagaraEditor!UNiagaraGraph::PostLoad() [C:\SLS_Dev\Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Private\NiagaraGraph.cpp:229]
UnrealEditor_CoreUObject!UObject::ConditionalPostLoad() [C:\SLS_Dev\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1103]
UnrealEditor_CoreUObject!EndLoad() [C:\SLS_Dev\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1723]
UnrealEditor_CoreUObject!<lambda_dc9db9b518749aacf98b28409e18d00d>::operator()() [C:\SLS_Dev\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1280]
UnrealEditor_CoreUObject!LoadPackageInternal() [C:\SLS_Dev\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1382]
UnrealEditor_CoreUObject!LoadPackage() [C:\SLS_Dev\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1542]
UnrealEditor_CoreUObject!LoadPackage() [C:\SLS_Dev\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1522]
UnrealEditor_UnrealEd!UEditorEngine::Map_Load() [C:\SLS_Dev\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:2694]
UnrealEditor_UnrealEd!UEditorEngine::HandleMapCommand() [C:\SLS_Dev\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:6240]
UnrealEditor_UnrealEd!UEditorEngine::Exec() [C:\SLS_Dev\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:5730]
UnrealEditor_UnrealEd!UUnrealEdEngine::Exec() [C:\SLS_Dev\Engine\Source\Editor\UnrealEd\Private\UnrealEdSrv.cpp:659]
UnrealEditor_UnrealEd!FEditorFileUtils::LoadMap() [C:\SLS_Dev\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:2731]
UnrealEditor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [C:\SLS_Dev\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:4314]
UnrealEditor_UnrealEd!FUnrealEdMisc::OnInit() [C:\SLS_Dev\Engine\Source\Editor\UnrealEd\Private\UnrealEdMisc.cpp:359]
UnrealEditor_UnrealEd!EditorInit() [C:\SLS_Dev\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp:134]
UnrealEditor!GuardedMain() [C:\SLS_Dev\Engine\Source\Runtime\Launch\Private\Launch.cpp:159]
UnrealEditor!GuardedMainWrapper() [C:\SLS_Dev\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [C:\SLS_Dev\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [C:\SLS_Dev\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
make sure you rerun setup.bat just to be sure
Ait, I will do that. Currently using UGS and I assume that uses both generate and setup?
My coworker is having the same issue tho, built on a different machine.
How are you updating your sources? are you building from the Git repo folder or copying the files somewhere else? If you do the latter you can end up with duplicates when files get moved around, so you need to nuke the sources and copy over fresh.
Downloading zip from Github, uploading to perforce server with recursive adding with -I -f in p4 (so no wildcards are left out) without running setup and generate. Then I get the engine form a stream branch and do setup, generate and build the engine. I also synced with UGS after building
ok since you are using Perforce like me, here is the workflow I use (based on recommendations from Epic).
- Get latest source from Git
- I have a separate "Vanilla UE5" branch in Perforce that contains only the files from Epic.
- Start by DELETING all the files in your local workspace folder for that branch
- Copy over the files from step #1
- Reconcile changes and submit to Perforce. This is important since the P4 server now knows the delta between the versions
- Then I have a second branch to do merges. I do a merge of the latest main project branch into this branch first.
- Merge the Vanilla UE5 branch into the merge/staging branch. Resolve conflicts, submit changes.
- Basic testing in the merge branch to see everything works
- Copy (or merge, depending on how you setup your streams) the merge/staging branch over to main branch
(this is a rough list off the top of my mind)
I havent setup UGS set, its on my list 🙂 but good to see you are using it
Ait thanks, will do that! 😄
Yeah, UGS is amazing!
Just updated the list above, forgot an important step 🙂 you need to delete everything in the vanilla branch
This is important because Epic deletes or moves files around, and if you dont do this you will end up with redundant files or duplicates files when they are moved around. I suspect this is what is happening to you
Oh okay, that makes sense
I know :), dx11 seems more stable than dx12 to me (dxr on and off both, aka all ray trace features). I just wonder how far Vulkan has gone, i have not seen any ue5 editor tests myself and not tested myself too until i see it can compete with DX.
Isnt dx12 a requirement for raytracing?
dx12 without raytracing crashes a lot more and uses way more vram. the good thing is, crashes themselves aren't odd things like device lost errors, rather marked places where you can see //todo a mile away.
for about a month you could reliably crash dx12 just by changing screen res rapidly while lumen was running.
it's been that way since they've added dx12 in ue4 ¯_(ツ)_/¯
not something new for ue5
I've been developing this project since last summer in UE5, with dx12 forced on all the time 🙂 been fine here
Im using Lumen, static lighting turned off. Not using raytracing though
I think the only issue we've had was one of us running out of VRAM (8GB), solved by buying him a 3090 🙂
I hope EPIC optimizes gpu ram usage much as possible for people with lower GPU memory. 3090 costs 3200€ here, my income like this is with 8-10 months and pull down living costs from that too🤣 . Lets see will electronic crisis will be solved end of this year and there would be reasonable prices again.
I believe this specific case was just a memory leak in the landscape layer system 🙂
Thats why i only like feeless/without mining crypto.
Scalpers and crypto + corona is damaging beautiful art/games that Unreal could provide for lot of people. I really wish my 2+ year old rtx 2060 wont blow up.
Often i use ue5 editor without realtime..... to keep card relaxed
This was fixed today, I just pulled and built and the UMG designer works again for me
Has anyone figured out the recent World Partition changes in the latest builds?
- Its not clear how to enable WP in levels. Are they forcing either the convert tool or creating new levels from the WP template?
- Gone are the options that select streaming options per actor based on location, bounds or set to "always loaded"
- Is there any in-editor baking of the HLOD layers now? or still using the commandlet?
I'm guessing with the second its now implied through other things like perhaps the HLODs?
There is only a toggle now whether the actor is streamed with WP or not. That covers the "always loaded" option at least
amazing
they just made made a half dozen marketplace "improved" logging plugins obsolete, lmao
lmao they just added the key param? nice.
Maybe next they'll add actual logging support.
Why that isn't built in I have no idea... even if it were just for LogTemp or something.
guys, after fetching the latest commits for UE5 5.0 branch from github by doing "git pull", then running the GenerateProjectFiles.bat, I tried to build UE5 again in VS 2019 and instead of just building the cpp files that changed since my last pull yesterday, it is rebuilding the entire engine from scratch -_-
so, what is the right way to do this, to not have to rebuild the engine from scratch after each git pull?
should I not have run the GenerateProjectFiles.bat after the git pull? despite the epic docs saying that this is necessary?
building new commits generally results in most if not all of the engine being rebuilt
you're pulling in a full day's worth of commits if not more at a time - that's going to touch enough modules to require a full rebuild.
thx, that´s quite disappointing. their docs say 10 to 40 minutes, but it´s more like a few hours each time...
It heavily depends on your computer. And whether you're building everything or just what your project needs.
I see. do I usually also have to run setup.bat after a git pull?
No.
thx for the info, guess I won´t be pulling again anytime soon
those numbers in that doc weren't updated since 4.0
10min (ssd) to 40min (hdd) are accurate estimates for 4.0, but the compile times spiraled out of control quickly after that
On my 32GB ram, 3700x and using .gitdepsignore and using extra commands to exclude IOS garbage and some other stuff i build full 5.0 about 1.7-1.9 hours, sometimes around 2 hours. I limit ParallelExecutor too to avoid heap errors, little bit slower, but insures that no heap out of space errors 100%
this is my example how much time it gets to build full editor
iirc unity used to take 6min to compile from source
I wonder how are they doing nowadays
Hi how can i download the 5.0 branch throught git desktop? I have downloaded the .zip but its really slow when extracting
any idea?
Mention me to know you answered ty!
Git command line is probably the best
zip files can't be updated and you'll need updates
Git desktop is terrible so I wouldn't bother
ok im gonna try, another question how much size does hold the ue5 compile, yesterday i started compiling and it was for about 2 hours and this morning i get up and found that there wasnt space on my ssd and there were 102 gb of ue5 and not finished to compile so i delete and had to redo everything with more space on the ssd
i have a i7-10750h 16gb and 3060 and its really slow, i know that the gpu doesnt do anything on compile
Full engine is 300GB after you've compiled Development and Shipping
really?
More if you have more platforms etc
Lol! but if the early access were just 50gb
The early access binary without debug symbols, yes
there is a way to reduce this? i have two ssd of 500 gb but none of them can get 300gb i have current projects of more than 100gb on assets
I need the Ue5.0 instead of the early acces 2 cause i have to convert things from ue4.27
If your projects are C++ projects, you can make sure to disable all unused plugins in your current engine, then clone the engine, and use the uproject's right click menu to associate to the new source
Then compile those projects
not UE5.sln
Probably just in the 150GBs after that ?
Ok can you explain this to me in DM a little bit more? New to gitsource of unreal engine
No sorry
ok just an annotation if i install the ue5.0 branch and convert the ue4.27 project to ue5.0 then i can use this project on ue5 Early Acces 2.0?
No of course not
We are a developing team of 6 persons and 300gbs are too much for anyone on their pcs 😅
Generally speaking you can only ever update to more recent versions with the exception of 5EA to 4.27
My advice would be to get everyone a dedicated 1TB SSD - frankly the minimum
so then i can convert from 4.27 to ue5?
You can also try cooking up an Installed build but that's a lot harder
4.27 to 5.0 source, sure
No sorry i mean 5EA1
You can never ever update to an older version so no
so 5EA is older than 4.27?
Didn't know this ok
I updated engine source code from git and now I get this error:
1>UnrealBuildTool : error : EpicGames.Core.Win32ExceptionWithCode (2): Unable to create process (code 0x00000002)
1> at EpicGames.Core.ManagedProcess.CreateManagedProcessWin32(ManagedProcessGroup Group, String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, ProcessPriorityClass Priority, ManagedProcessFlags ManagedFlags) in ..\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Core\ManagedProcess.cs:line 593
1> at EpicGames.Core.ManagedProcess..ctor(ManagedProcessGroup Group, String FileName, String CommandLine, String WorkingDirectory, IReadOnlyDictionary`2 Environment, ProcessPriorityClass Priority, ManagedProcessFlags Flags) in ..\UnrealEngine\Engine\Source\Programs\Shared\EpicGames.Core\ManagedProcess.cs:line 476
Any idea what is wrong? Last time I pulled from git month ago
assuming you ran setup.bat and generateprojectfiles.bat after pulling?
Has anyone else been getting Failed to open selected source code accessor 'None' when you try and create a new C++ project?
I have the 5.0 branch and I have a minor problem while cooking. Mainly, when UHT recompiles at the start of the cook/packaging, tbb.dll in binaries is locked by the editor process, which fails the UHT compilation (that produces tbb.dll or at least copies it to Binaries/Win64)? Any ideas?
World Partition Landscape Support? What does that entail? I was under the impression that WP already worked on landscapes?
what am i doing wrong? every build of UE5 gives me this error if i try to disable lumen in project settings. I tried building the source from scratch in 2 different computers with different hardware (of course), one with VS 2019 and the other with 2022
I tried with 5.0 branch and with 5-main as well
everything else works just fine
UE early access from Epic launcher works fine...so the problem is I am doing something wrong
I also tried instead of git bash just downloading the zip file and setup and build files from there
nothing
it's just check() failing
it should work
or it failing because it's going to crash anyway
you can wait
my combination of hardware does not have this issue
Thanks a lot
I've gotten that error once, it was when I was switching between scalability settings while playing with post process volume (specifically gi settings).
couldn't reproduce it later though
are you trying it on an empty project?
if you're building the engine with a specific project, the problem may come from level/project settings.
Yes, as soon as I finish building, i create a new blank project and try to disable lumen getting that crash
I tried on another computer, totally different hardware and it does the same.
but its ok, as long as it works fine in the final official 5.0 version I'm fine with it. I will just leave lumen enabled to prototype
and yes, if i change the gi settings in the pp volumen it also gives me that error
I tried everything 😛
again, many many thanks all for your help
Git sync seems to be down again.. last update 20 hours ago, and there are newer in their Perforce
I just found out you can pass -sm6 parameter on project executable to enable Shader Model 6 in editor.
and also put r.D3D12.AllowShaderModel6=1 into DefaultEngine.ini
Only issue I've found out, Niagara doesn't render :/
someone opened up a huge pull request so I'm guessing their syncing app is choking because of that.
yeap
xD
at this point i think that system should auto check amount of commits in PR
if >10
just ignore, and just push some issue with link to PR
that username (on that blocking PR) is fitting AF 🙂 DramaDesu
sm6?
Yes, just pass -sm6 parameter from project shortcut
similar to old -dx12 parameter
but beware it will recalculate all shaders
Ho
I mean what are the pros and cons?
All I know is nanite has some performance improvements on source code specific to SM6, that's all I know. I didn't test it much, since Niagara is broken with it.
Is... is that setup for what I think it is?
i don't know seems like very little code 😄
IMPLEMENT_MATERIAL_SHADER_SetParameters(FRHIMeshShader);
Yeah but the commit message implies WPO and masked materials are actively being worked on. For how much is there yeah this is just preliminary stuff but it's nice to know those will (hopefully) happen at some point.
but it's not going to work on anything other than SM6
wait so it is finally happening?
It is finally going to happen, more like
at some unspecified point in the future
but it's nice to know it's in progress.
What is sm6?
So similar to gpu hardware rendering on .27 but with nanite and lumen?
No.
No idea what "hardware rendering" here would mean
It's just a set of low level features
Woot Nanite WPO maybe in future :-)!!!!!!!!!!
somone pulled short stick and was assigned to it
deprecated for the last 5 years, will stay deprecated for the next 5.
BSP is never going away lol
"shit we broke the only non-destructive geometry workflow in the engine, quick assign it to the intern"
Vulkan too in future?
why dont they just integrate the blockout tools in? I mean its far more useful...
whats funny is it sounds too plausible
Ostensibly the modeling tools are supposed to be for that.
But the modeling tools are at times too complex for the kind of greybox workflow BSP has. Plus they're destructive unless you make a new asset every time you edit something...
fwiw cubegrid is awesome, but it can't escape the complexities of working with an actual mesh rather than BSP geometry.
Applying materials is painful if you aren't super careful about how you break up faces. And there's no easy way to optimize geo.
can I build the UE 5.0 branch with VS2022 or do I need VS2019? Just swapped over to a fresh PC
Either.
okay so i didnt install something I need then hahaha
BSP should go away when modelling tools become stable i hope at least.
No need to beat dead horse, i hope EPIC do not make same error again to leave semi-broken things in UE5 like it was with LPV(in old UE4) that did not function right, but options still was always visible and cluttered postprocess options and so on.
Holy crap.... look at all these bug fixes 😮
I am excited 🙂 I can not wait for even more fixes!!
Not afaik.
what would it change about C++ exceptions ? ;
more like the havent got convert the std:: parts to unreal types
most of the std usage is coming from third party libs and integration with engine ;
anyway nothing changes and it's unlikely it will change
it's just better to crash ; d
is it normal for ue5-early-access to build from source for 12h on external HDD USB 3.0?
its still building for me
and why?
because I want to learn to build from source
And I do it on HDD because on ssd there were heap space problems
ohh so it was the pagefile!
thanks
my pagefile was set to gigs
20*
because on my ssd there is 230 gigs left should be enough
and for 5.0 this would be problematic because my friend works only in ue5 early access on the epic games application
should there be problems if he works on this version and I work with 5.0?
can the stackobot project be opened on 5.0?
yeah I noticed 2 bps. should not be a problem
I take that back. How is this broken?
Any suggestions for fixing this build fail? Attempting to run without -quiet rn
3>UnrealBuildTool -> C:\UnrealSourceBuilds\UE5Source\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll
4>------ Build started: Project: UE5Testing, Configuration: Development_Editor x64 ------
4>Using bundled DotNet SDK
4>Win64 using Manual SDK 10.0.19041.0
4>Win64 using Manual SDK 10.0.19041.0
4>Using 'git status' to determine working set for adaptive non-unity build (C:\UnrealSourceBuilds\UE5Source).
4>Using 'git status' to determine working set for adaptive non-unity build (C:\UE5Projects\UE5Testing).
4>Creating makefile for UE5TestingEditor (UnrealBuildTool.exe is newer)
4>Building UE5TestingEditor and ShaderCompileWorker...
4>Using Visual Studio 2019 14.29.30139 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
4>Building 5 actions with 16 processes...
4> [1/5] dte80a.tlh
4>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "C:\UnrealSourceBuilds\UE5Source\Engine\Build\BatchFiles\Build.bat -Target="UE5TestingEditor Win64 Development -Project=\"C:\UE5Projects\UE5Testing\UE5Testing.uproject\"" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
4>Done building project "UE5Testing.vcxproj" -- FAILED.
========== Build: 3 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
idk, it crashes on both ue5-ea and 5.0 branches for me, tried to check too, fixing issues took too much time.
probably a slightly different directory since that's a different project being built
same basic solution though
Tried that already. Along with running setup.bat and generateprojectfiles.bat again
:/
and doing a clean build of my project .-.
Delete the whole intermediate directory.
seems like epic was in a rush? hope they fix stuff soon
Works fine for me on EA. Haven't tried on a source build and probably won't bother.
Ima try that now. Removing quiet didn't help. Is that double-quote suppose to be there after that -Quiet?
oh? guess I will just skim through code to see anything useful then
I don't think there's any code. It's a blueprint project.
Also I assumed this was referring to the one for the engine, and not the project. I already tried a full clean build of the project. Currently rebuilding the engine after deleting the inter. directory
newbie question here, I use git desktop, when I pull changed, it's there a way to recompile only those new changed and not the entire project in VS ?
generate seem to compile everything each time
Unless you're cherry-picking small sets of files that don't have much "surface area" you can't get away from building pretty much the whole engine.
Hello! I built 5.0 from source last night - first time using it. Does anybody know if large world coordinates are enabled by default or if there's some flag to enable in the source before building?
LWC should be on by default in 5.0 afaik
Hm.. I still get bad jitters. Maybe I'm using it wrong.
The engine rebuilt successfully after deleting the intermediate directory for it. Currently rebuilding the project. 🤞
Everything built successfully. Thanks siliex and aquanox 👍
Okay, I finally finished building ue5-main and reproing the VR crash. XRRenderTargetManager.cpp fails on FXRRenderTargetManager::CalculateRenderTargetSize because check(IsInGameThread()) sees the wrong thread, while call-stack parent frames succeeded on this check. I don't see anything async going on that could've made the thread change in the midst of the stack though.
Does anyone here have preview-in-VR actually working in ue5-main?
(D3D11 on Windows at the moment)
I think I figured it out- the task is actually asserting that it's on the render thread- then asserting deeper in that it's on the game thread
I may have successfully fixed it, but I'm not sure why it was broken or when
Here's a link to a patch I just posted in #virtual-reality to a workaround for ue5-main and 5.0 branch source users:
#virtual-reality message
This should get you back up and running until I've finished investigation, or an Epic dev gets back to me on what's going on here
If any Epic devs are present that can help me figure out why this code was introduced which breaks across thread boundaries in a destructive manner, we can solve this upstream. Until then, my workaround should help but doesn't address the root cause.
The failure was introduced by this change when it got merged from 4.27 / release
https://github.com/EpicGames/UnrealEngine/commit/c746e616dce21b586fb82a003acefe2c17e3ddb5
Heyo, what files are needed to be pushed to source control for it to work and files do you not need? using p4
Is anyone aware of Vorbis support changing in ue5? When I try and generate a SoundWave from raw .ogg byte data I get the following error:
LogAudio: Error: FVorbisAudioInfo::ReadCompressedInfo, ov_open_callbacks error code: -132 LogAudio: Error: Failed to parse header for compressed vorbis file. LogAudio: Error: FVorbisAudioInfo::ReadCompressedData failed due to not parsing header first. LogAudio: Error: FVorbisAudioInfo::ReadCompressedData failed due to not parsing header first.
The code I am running works in 4.27. Figured I would check before proceeding with debugging.
Allar has a pretty good series of blogs on this. Once you have setup the file mappings and ignore file it should work correctly.
https://allarsblog.com/2017/04/05/populating-perforce-with-an-unreal-engine-source-build/
This document covers how to set up a new Perforce server and populate it with an Unreal Engine source build alongside your projects. This is the most basic setup for 'beginner' Perforce pipelines and does not cover things like streams. Please note that you should only do this if you
When sharing engine binaries with your team (on small projects) do you compile against the project (DebugGame) or build a development target of the whole engine?
I'm trying to figure out how to lower the engine file size for our small team, to not have to send 200gb of UE5 engine files to our artists. We will switch to UGS in the future.
are volumes completely broken for anyone else in the 5.0 branch?
and github sync is dead again : D
I do a rocket build with just the necessary platforms and then I delete all the .pdb files and some other non necessary files (Comparing with the launcher version you will know what to delete). The engine is 18GB and 7GB when compressed, so distribution is really easy.
Thanks, mate!
Which volume? Like a physics volume?
If so, then yes it seems any new physics volume does not have a brush. I was able to copy an already existing one however
any volume lol. probably because they're trying to remove brushes
if I'm grabbing UE5 source to mess around with working in UE5, do I want the ue5-main branch or the 5.0 branch?
(or is the recommendation to skip the edge and work from the Early Access 2 zip)
see the top pinned comment in this channel
thanks, I totally forget Discord has that feature!
Heyo people, just wondering why in unreal engine using perforce that an available workspace won't appear any fixes?
@stark basin sorry to bother, but it seems like Github sync died again for few days (;
So, ue5-release-engine-staging is the one that we will eventually turn into 5.0 stable release, correct?
just ignore that one and the test one, 5.0 is the branch to use for the next release later
Looked at pinned message
Huh - weird. I don't just see regular ol' 5.0 🤔
it's below 4.27
I did, that was the first thing I did, especially after seeing Siliex's comment
omg
I'm a knucklehead
I did git checkout ue5 for some bonehead reason
😠
"5.0" branch literally
Has the UE5 5.0 branch been quieter than normal recently?
. @crimson granite
Epic should ban those people with 10k commit merges for real.
Is that why it's broken?
10k commit merges? 🤨
Yeah, this last one was probably just trolling due to the message
But to be honest this problem should addressed, it's not the first time this happened, what if someone in bad faith just create fake accounts that makes pull requests each with 10k commits?
That's what I'm using
5.0
But git pull says I'm up-to-date
And it's been saying that for days
Oh ok nvm maybe that is the latest
It's the "latest", we are talking about it above, people tends to make a 10k merge and this kills gitsync
Since the commits originally are made in perforce and gitsync sends it to github
The perforce is just available for licensees though
The sync has been stuck for around 4 days now, we need to wait for Epic to fix it to get more up to date code
Does anyone have a fix for handling the new All root directory? If I get the selected folder I get like /All/Game/Content, but if you try to create an asset there it fails because it's not part of https://github.com/EpicGames/UnrealEngine/blob/99b6e203a15d04fc7bbbf554c421a985c1ccb8f1/Engine/Source/Runtime/CoreUObject/Private/Misc/PackageName.cpp#L332. Should I just remove the /All/ prefix?
Ah, that's what I think I'm gonna go with for now, even if it's kinda messy
yeah the new root all directory is... annoying
They added a new prefix to package paths without adding support everywhere? Classic.
That's what we get for using source builds lol
mean time, browsing of plugins inside conten brwoser cloud finally support subfolders 0o
Well, time to try moving to a new source build and get upset about /All too and then give up to try again in a week.
Has it?
Haven't noticed it at all.
I wonder what the purpose of it even is if everything is under All... doesn't the initial / already imply that?
Which build is the correct one to download if you intend to update your project to a future official release later?
Ue5 build noob here
chances are 5.0 will be the most compatible with 5 release
from the pinned messages - 5.0 is the branch that will become the final release and all development intended for the 5.0 release will be in that branch
Ok. Thanks. Is it the one with subsurface support for Lumen?
no idea, I haven't used lumen but if something will be in at release it should show up here
yep
Ok. Thanks. Does it also contain the local exposure with lumen as well?
Thanks man. I will try building it from source.
good luck
Makes sense since there is not much reason to keep it optional anyways
I thought it would be since some folks here argued that the performance could be worse
It's probably fine for a modern cpu or consoles, but how about mobile?
Not sure about mobile but on a modern PC or console the difference in performance should not be noticeable at all
Doubles are in some cases faster and floats in others so in the end it shouldn't make much difference
@vale flame Crossposting is against the #rules
I saw that Chaos and LWC uses some AVX optimizations to make it run faster. I wonder if mobile processors has an similar instruction set? Because yeah, I'm not sure as well how LWC will behave on more limited platforms
Specially considering that only a percentage of projects will benefit from LWC
True, yeah I'm not sure about mobile
Don't know much about mobile platforms so can't really comment on that
Pretty sure most tests show doubles being faster than floats for many operations (on the CPU side with today’s architectures)
Let me see if I can find that link before I eat my words lol
But I agree it really shouldn’t be optional. Especially if they are gonna classify the engine as next-gen
Anyone know why this is happening?
Seems there is an issue with one of the files on github?
I just compiled the 5.0 branch, it's probably in your end
I would recommend to build under C:\ to fix this error
do you guys delete the LocalBuild folder before doing a build?
Where is that located?
If you build under C:\ , can you transfer the folder to another drive and it will work without any issues?
No worries. Works now. I just reduced the directory in the drive I was using.
The SDK 'Microsoft.NET.Sdk' specified could not be found.
I get an error when building in Rider, VS22 + .NET SDK 6 installed
what is the problem
git branch: ue5-early-access
cmd.exe closes when Windows prompts prerequiste ue4.exe window
I don't think it's possible to compile with just .NET 6. I'm not sure that EA2 supports it either.
You were running setup.bat right?
your first issue is that you clone early access
Yes. Was that a wrong?
That's expected behaviour, when setup finishes it runs prerequistes installer
but how do I run Run GenerateProjectFiles.bat if cmd.exe is closed?
The prerequisites installer is automatically run by setup.bat. It has a popup window you have to click. It often hides behind other windows. Look at the task bar and you will see it on far right
I click it and nothing happens after
anybody has the following error with EOS on UE5 5.0 branch?
LogEOSSDK: Error: LogEOSMessaging: Failed to connect to EpicConnect. Error=[connect failed] LocalUserId=[ff0...ea4] StompClient=[000008ADBB46D000]
LogEOSSDK: Warning: LogEOSMessaging: Failed to connect to EpicConnect service due to EOS_UnexpectedError. Trying again in 5.00 seconds.
EDIT: fixed. check #epic-online-services message
My folder never forms if the rocket build fails
What normally should happen when you click yes for the prerequisite installer, the cmd.exe window shouldn't close right? I might have to redownload the whole thing and start all over.
what do you mean "click yes" ? @astral ore
do you mean give permission to windows UAC to run as admin to run the pre requisite installer? IF so it runs in the background as the last step and then setup closes
The cmd do close when everything finishes, setup.bat is to download dependencies, not to build the engine
That's expected behaviour
I feel so dumb sigh Sorry, bear with me. So the next step is GenerateProjectFiles.bat ? Do I double click the GenerateProjectFiles.bat in the folder?
Yes
It says: GenerateProjectFiles ERROR: UnrealBuildTool was unable to generate project files.
What is your visual studio version?
Visual studio 2022.
Hi,
Just wanted to know if someone has a commit ref where I can build UE5 from source (5.0 branch) without error ?
I was working on ue5-main until now.
And it seems like there is an error on lasts commits on 5.0 branch
@astral oreit will say that, and it should say more than just that. the more than just that is the issue
@latent bramblewhat is the error? I just built this morning from 5.0 and its loading fine
Closed Visual studio, so I don't have the output anymore, need to build again 😅
But there was 100+ errors result was failed build
I can say this build was successfull without error and loaded up without issue. VS 2022
Humm gonna rebuild from clean to check if it was because of remaining stuff
Follow this tutorial, clear and to the point. You can move forward to where you see him typing “git clone …” and take it from there. https://youtu.be/wGq-XK8mffg
In this episode, we'll look at setting up access to the Unreal Engine source code on GitHub, cloning the repo, checking out a version to build with git, and compiling it using Visual Studio.
Twitter - https://twitter.com/LivelyGeek
Suggested tutorials and documentation:
Connect your Epic Games account to GitHub - https://www.unrealengine.com/...
Thanks for the suggestion. I was building it without git. or is git neccesary for it to work.
Yes it is and again follow the video, if it asks to do it then do it. I tried to use powershell without installing git and it didn’t understand the commands. It did after I installed git so then I could complete the whole process with powershell.
Ok. Thanks.
I’d like to add that I only checkout 5.0.. so “git checkout 5.0”. So far so good.
C:\...\Engine\Plugins\Online\SocketSubsystemEOS\SocketSubsystemEOS.uplugin: warning: Unknown platform Stadia while parsing deny list for module descriptor SocketSubsystemEOS
Getting this on latest
Anyone here use CodeSpartan's dialogue plugin in 5.0? Trying to compile and I've got a nice selection of errors
first thing to check for would be floats being used for transforms etc
at least that's my experience porting plugins
mine seem to be more fun 'FDialogueEditor::GetEditorMode': method with override specifier 'override' did not override any base class methods
on the line
virtual class FEdMode* GetEditorMode() const override; is the first error
the rest seem to be slate related
as for slate stuff I'm clueless
GetEditorMode() seems to be still in use as of 5.0
deleted "override" and that error is gone, but still the slate ones. I'm lost on this stuff too
DialogueViewportWidget.cpp(194): error C2440: 'initializing': cannot convert from 'SConstraintCanvas::FSlot::FSlotArguments *' to 'SConstraintCanvas::FSlot *'
SConstraintCanvas::FSlot* tempSlot = &CanvasPanel->AddSlot()
you get the fun job of figuring out how the api changed
Installed and working. Thanks man 👍
Removing override was not the correct solution here. It may have made the error disappear, but all you've done is likely introduced a bug into that plugin.
You need to find how the API it was overriding changed and modify the function to match it.
Figures 😦
Well I'm too tired to figure this out tonight, will try again tomorrow when the coffee is still working 🙂
Hey, I'm noticing an audio issue with sequencer in UE5 source (apparently also in UE4.27?)
Audio inside of sequencer cant be synced properly anymore.
If I put in a 1:00 minute long clip, and I want it to start at 0:45, I will still force itself to play the whole 1:00 minute clip from the start of the source file.
This also happens if I start playing my sequence somewhere in the middle, it will play the audio clip from the start of my sequence.
Do any of you know a good work around or when this will be fixed? It is so hard to work like this.
Are the no of material instructions showing up in the stats of material editor in the latest 5.0 build? Mine isn't showing.
I also noticed that mine don’t show
Hey everyone, which base branch I should use if I want to make a pull request?
Found a very old bug, so not related to UE5 (but the bug still exist), but thinking which one is better - master as it was before, or ue5-main?
hey guys, are you able to package your game using UE5 5.0 branch?
I get this error:
UATHelper: Packaging (Windows): Installed Sdk validity:
UATHelper: Packaging (Windows): Win64: (Status=Valid, Installed=10.0.18362.0, AutoSDK=, MinAllowed=10.0.00000.0, MaxAllowed=10.9.99999.0, Flags="InstalledSdk_ValidVersionExists")
UATHelper: Packaging (Windows): Scanning for envvar changes...
UATHelper: Packaging (Windows): ... done!
UATHelper: Packaging (Windows): Cleaning Temp Paths...
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for
UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: G:\UnrealEngine\LocalBuilds\Engine\Windows\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe Dullhaus Win64 Development -Project=E:\UE4Proj\Dullhaus\Dullhaus.uproject E:\UE4Proj\Dullhaus\Dullhaus.uproject -NoUBTMakefiles -remoteini="E:\UE4Proj\Dullhaus" -skipdeploy -Manifest=E:\UE4Proj\Dullhaus\Intermediate\Build\Manifest.xml -NoHotReload -log="-"
UATHelper: Packaging (Windows): Log file: -
UATHelper: Packaging (Windows): Using 'git status' to determine working set for adaptive non-unity build (E:\UE4Proj\Dullhaus).
UATHelper: Packaging (Windows): ERROR: Game targets are not currently supported from this engine distribution.
PackagingResults: Error: Game targets are not currently supported from this engine distribution.
UATHelper: Packaging (Windows): Took 5.215077s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. ()
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 7s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
Are you looking in the right place? On materials stats are shown in a tab now, not in the viewport itself. You see in viewport if you open up a material instance though
Some very cool commits lately in the latest sources 🙂 better support for Lumen landscapes and then this big one!
https://github.com/EpicGames/UnrealEngine/commit/2b57f2ff534f771d0c76f2c50c7615dbcea6745b
If you open the material window and enable the stats window, you don't see the base pass shader and base pass vertex shader instructions
Checking the absolutely latest build now to make sure its also there
This is how it looks in mine. Built yesterday, 5.0
Ok so does anyone else get crashes on launch for hardware raytracing? I've been debugging this for a few days and am very curious if other are having the same issue.
Well..It gives you an idea of how complex your material is. But you can always check material complexity with optimization mode or nanite viewmode so I think it may not be truly missed.
Haha actually you're not wrong there
Lumin raytraces whether I want it to or not. Figured the hardware raytrace was faster than the software one?
Does it not cast rays...?
Interesting. So hardware rays are more accurate but slower?
Normally I think of hardware as being faster
I see
Sadly even with hardware raytracing off I still get the same crashes
But thank you for the guidance 🙂
Right I new that
Didn't realize Lumin did the same thing
they've been doing some things lately to make the hardware path faster afaik
Lumen vs Lumin my bad
Now I see why you bolded the "e"
I just get DX12 shader crashes for bindings. Not sure why.
Can you run Lumen with raytracing turned off?
Interesting
Something in my specific project must be broken then
Maybe a corrupted asset through the 5.0 upgrades
Too bad the render thread gives me like no data on which asset it could be
probably an obvious question, but have you tried making a debug build?
Yes, I made a DebugGame build of the editor, but for some reason it still had variables optimized out
So not Debug Editor?
Just Debug?
So I really want Debug Editor
yes
Interesting. Even when running VS in admin mode Development Editor builds fine. Debug Editor throws errors
Down another rabbit hole I go lol
Building 1 action with 1 process... dotnet BenchmarkTool-Win64-Debug.target Could not execute because the specified command or file was not found.
So dotnet is not working but only for Debug Editor...?
dotnet is definietly installed
`Possible reasons for this include:
- You misspelled a built-in dotnet command.
- You intended to execute a .NET Core program, but dotnet-C:\Program does not exist.
- You intended to run a global tool, but a dotnet-prefixed executable with this name could not be found on the PATH.`
It's almost like VS doesn't have the path to dotnet
No, it's really not. That you're getting those messages means dotnet is being run.
The command just doesn't make sense - dotnet commands look like dotnet <command> [arguments...].
BenchmarkTool-Win64-Debug.target isn't a command it recognizes.
Hmm
I see
But isn't that what the UE built tool is passing it?
I'm not calling the dotnet command manually. I'm just building
Interesting
Maybe this is a bug in the latest?
It might be. Would have to track down what exactly causes the dotnet command to be called.
@ashen kiln @limpid light how do you guys go about browsing/reading through commit history? Git cmd? Also, any tips for searching through it would be greatly appreciated.
just go through on the website
Yup this is what I'm trying to do now
Wondering if other people are seeing this on latest
hello everyone,
it's there a way to roleback UE5 version ? the last one is so buggy now I no longer able to start my project
and I don't really like what they did with WP they remove "Always Loaded" for mesh. They remove feature that was essential lol
Take an older commit
No you can't ever convert projects to older engine releases
Since that would require the file formats to never change
Looks like dotnet is just used in bat files
I have no idea why UBT is calling dotnet [some file name]
It should definitely have some other arguments in there from what I'm seeing
This is the only thing that looks remotely sus
Uhhhhhhh...
So why does my BuildUAT.bat file look completely different than what's on github...?
@echo ravine I was able to convert project 5.1 back to 5.0 and 5.0 to 5.1, each time I include c++ class and recompile the project to the version I want to merge.
and it's working
Sure, as long as you did not save any asset
(btw 5.1 doesn't exist, it's just the master development branch, including 5.0 work, 5.1 work, probably 5.2 work)
Ok so I completely deleted my entire directly and redownloaded 5.0 source
Still get that stupid dotnet error
Ah very interesting
Program Files definitely has a space in it
I wonder where that is set
GetDotnetPath.bat maybe?
anybody knows how to fix the following warning?:
LogChaosCloth: Warning: Actor 'LevelStart_Montage_2' component 'SkeletalMeshComponent0' has 27 sphere, 24 capsule, and 0 convex collision objects for physics authored as part of a LOD construct, probably by the Apex cloth authoring system. This is deprecated. Please update your asset!
LogChaosCloth: Warning: Found a legacy cloth asset with a collision capsule spanning across two bones. This is not supported with the current system.
Ok I'm so confused
I am on git branch 5.0
But my BuildUAT.bat file does not match what's on github...
How is that even possible
So somehow it thinks dotnet is dotnet-C:\Program?
Doesn't dotnet take a DLL for it's target?
Not a .target or .version file?
CompileScriptModules.cs was changed recently and deals with dotnet
Shouldn't it look more like dotnet -C:\Program...
With a space in there
IsValid does the same check as pendingkill used to do, I switched over to using that ages ago 🙂
How to build a light weight version of the engine from source ?
Engine folder goes more than 250Go of space...
If your project is C++, don't build the engine solution, associate your project and build directly
It'll be something like 150GB for Development + Shipping, bit less if you have disabled every plugin you don't need
It's not related to my project, I mean only the engine himself.
I downloaded and built it, it's more than 250GB
(In comparison UE5 EA published by Epic Games, it's like 26 GB)
@echo ravine
The engine is related to your project.
With the method I described only the relevant code will be built
If you want a small build, you can just run the process to generated Installed builds and then strip out the PDB files - it'll boil down to essentially same size as the 5EA release
The build itself will obviously still use 300GB
So you have two methods, one is organizing your C++ project well with minimal plugins - easy and gets you half the size - the other is doing an Installed build on another machine or disk and then using the much smaller build
Or wait a few months for a new UE5 build
you can skip some platforms with setup.bat initially I guess https://gist.github.com/mfoda/b0a45d08b9a9d24384884140634b3a11#file-ue4-slim-bat
Love seeing stuff like this 🙂
"[Insights] Updated version to 1.00 in preparation for UE 5.0 release"
https://github.com/EpicGames/UnrealEngine/commit/edcffdb817e52f6ba88cc066d08b3a7c5e0ededf
More commits like those and less commits like these please. “Fixed typo in comment” https://github.com/EpicGames/UnrealEngine/commit/a6433fbda277ce76ac08ef43e5212fce665ead33
wehn
wehn will ue5 release?
Some day this year, GDC at the earliest, maybe later
Ha! Got em
@crimson graniteif you didnt figure it out, your source is in a folder with a space in it and someone didnt update the code correctly so its not working right in folders with a space leading up to the root of the source
Right
Just trying to figure out which commit made the change that regressed UE5 to not like spaces
88>[49/49] dotnet BaseTextureBuildWorker.target
How does that command even make sense?
"in the coming months" is the last info I heard a few weeks ago.
It seems LWC replication is in progress https://github.com/EpicGames/UnrealEngine/commit/2e874a169a77e6f1b60ed2c40923df3bc7abdaa2
I appreciate the note about back-compat with float-based serialization.
Just came here to see if anyone was having this issue LOL ffs. dang it this was never an issue before 😦 Big L for now
I hope they will have time to fix those bugs.... most news feature are not finish yet. WP, Lumen, Nanite etc.... I think a honest date would be this summer.
@paper hound did you find a solution for the light issue? shadows etc on lights seem to be broken when placed past 131072 units still (at least on my build from a week ago)
or if anyone knows if it has been fixed recently
I reported it as a bug with a project in a WeTransfer
I know it has been downloaded
But never heard about it past that
The annoying part is that it works in EA
disabling VSM fixes it but I want to use VSM
VMS?
virtual shadow maps
I only tested shadows so lumen might still be broke, I can test it now
Volume fog is also broken
yeah disabled VSM only fixes shadows, lumen and fog is still broke
try to ping people in charge of lumen and such on twitter or somewhere else...
I wouldn't be surprised they will fix it for release
afterall, considering 100 units is 1 meter
131072 is 1.3km
that means even the matrix demo should be broken
yeah it breaks on my small-ish 4x4km map
the Matrix one was 4km
they did use only emissive though I think for lighting
other than skylight and directional
emissive works fine I think at that distance
idk
to see it, you need to pop the lumen scene
I can't try atm
cause last time I've build the engine
it wasn't launching UE
yeah emissive shows in lumen scene past 131k units
heh so they tricked their engine 😄
there was this commit in the last week, not sure if it would make a difference https://github.com/EpicGames/UnrealEngine/commit/5a6ec64aec16df4945021a7c5aaea69d0e419f7b#diff-e6924cd8ff894b62f5dc7360e29be7c9b241327128fa09bee9b8236660ec1626
going to compile latest anyway
I'm currently rebuilding the 5.0
yeah that seems like a fix
and it's in the 5.0 branch
I'll let it build, I'll see in few hours after sleeping 😄
Funny thing, is the Jira issue (UE-139831) reported on the commit is not listed in https://issues.unrealengine.com/
shadows past 131k units seem to be working in my build, although lumen seems to be broken (at least for local lights) at any distance from origin
Hello guys
do you think Epic use and boost a special release when they made matrix ?
it's probaly not one of the source available on git, they probaly use an internal build
They did
maybe the next release will be this release in feb
Next release later this year is what's right now in 5.0 branch
I ear it suppost to be in feb... but I have doubt lol
No one knows, my guess is GDC
yeah they cloned ue5-main
to many bugs to have a stable release in feb I think
and made the demo based on this modified branch
I'm trying to build with W11+ VS22 + lattest commit on UE5.
But it says
1>Could not execute because the specified command or file was not found.
Any idea why? It was building just fine a month ago
i've modified that file too:
There should be no need to call that dotnet command or to modify any files
5.0 should compile out of the box with VS2022
I've deleted the source and try sync git ...
@crimson granite have you found a solution?
You're on the 5.0 branch right?
I tried 5.0, ue5-release-engine-test and ue5-release-engine-staging
5.0 is what you want
yeah that's the one i'm on since this morning
but errors are the same
that's why i've force delete files and resync again
in VS, near the Dev/win 64, what do you have?
I just changed to "Unreal BuildTool"
Not sure what it was before (It was the first one in the list I think)
still failling
Trying with older commits...
If your project is C++ you should compile the project itself, not the UE5 solution
I'm building the engine without any project
it used to work before
what I usually do, is that I create few empty project, test out some features I know dont work
then if all of these test pass, I try to port a copy of my c++ project
Ok so it works on that commit: b0248c11d01c6fc6df7badabe92748f46a18a93a (10 january)
that commit don't work: 5a6ec64aec16df4945021a7c5aaea69d0e419f7b (26 January 19:04)
that one don't work too: 0ed53528cfcd0309c2ad2a3e2ecf9a988792a20f (29 January)
that one compile : 72f7bd2f0b951c225ded097c2acba2296b09f715 (11 January)
So as this one: b5494098ac9c116bc4b993664196dbc888a7050d (21 January)
this one too: 4c88151f3270c470eb4c76ed5373565e38ce22d4 (25 jan at 15:00)
this one too: e69b9d631977899e6964f46dc3dc1ec33a35280d (25 jan at 23:59)
Ok i've narrowed it down to this bunch of commits
e60c3e9da26cc9f8148af21f2ae000bd3efa4a5d (16:26) ???NO
9060725e1e38fb7f1fbc83f395d4f7790f9b863d (16:03) ?? YES
5d202d48b8d316faa2fef7195e57b005ae0a9c50 (15:44) ?? YES
Found the wrong commit
this is the one breaking the build
e60c3e9da26cc9f8148af21f2ae000bd3efa4a5d
o_O
Dang, I can't build after that commit: e60c3e9da26cc9f8148af21f2ae000bd3efa4a5d
even reverting that commit don't fix it
this commit introduce an issue that prevent the system to build
so 5.0 is broken atm?
Idk, what I can say is that it's not working for me...
I'll try to apply the changes of the commit I want on top of the last working commit
What file is that?
found it
I'm trying to build commit 9060725e1e38fb7f1fbc83f395d4f7790f9b863d with what's supposed to be the lumen fix 5a6ec64aec16df4945021a7c5aaea69d0e419f7b as a cherrypick.. and your TTuple fix... Let's see what happen
how did you patched dec7ff12c7e30556575f4f063f9fcf811b863916?
That worked.. now it's building X/5779 ...
Hum, Idk if I should restart the build and try your solution or continue with mine
basically any commit after 9060725e1e38fb7f1fbc83f395d4f7790f9b863d doesn't pass the initial compile of X/63
Oh... there is a space in mine
🤦
So the issue i'm tracking is basically the new commits after 9060725e1e38fb7f1fbc83f395d4f7790f9b863d aren't compatible with spaces?
oh 😄
Well when epic launcher create folders like "Epic Games" they better be working with Spaces
I wish it was superstition
... tell me about it...I know some people in the cinema industry that got kind of stuck for a long time
Haha
They afterward realized their entire pipeline was stuck cause one of the studio they worked with did some outsourcing with an asian company 😄
I remember when I had to rename my Windows account because the letter ë fucked Unreal 4.0
and they had funky folders 😄
Whats up with ue copying the build to another folder?
I've had more than once to deal with ShiftJIS with is the only encoding on Japanese Windows and it fucking sucks
No I simply use the same folder to sync my git than the one epic used for any other epic stuffs...
I know one is binary and one is source
well atm it's building... even with a Space
so let's see in 5hours when it's done 😄
At least it will not fail on a tuple 😄
tuple issue got introduced on that commit: e7248fa96b765f37015593c99663ab190f260ab3
well send a mail to Steve.Robb@epicgames.com
he's the one responsible of that commit ^^
Or more reasonably don't and wait for the fix to come in 😛
or make a PR that will never been approved 😄
I said reasonable
You can send them a letter explaining the issues at Epic Games, Inc. 620 Crossroads Blvd Cary, NC 27518
That's reasonable no?
Still faster than a PR
Hehe still better than unity :) the bug report I've made them (hudge data leak.) Was fixed after 3 years...
well... half of it was "by design"
You can easily change it
Lols Unity, that engine kills my pc performance after opening it, every time, even after closing the application.
Requires restart to fix a bunch of hitching.
I'll be glad when I can move on from that engine once this commission is done.
Yeah i released a game with it for digital and physical platforms...never again 😅
Compile went fine @lofty idol ...now it's building shaders
So... Lumen issue is not fixed with the commit 9060725e1e38fb7f1fbc83f395d4f7790f9b863d + this fix 5a6ec64aec16df4945021a7c5aaea69d0e419f7b 😦
GI + Volume lights don't work on light over 131072 units
Even more Lumen settings on top of the current Lumen settings...yaay.
r.LumenScene.Heightfield as well
In case anyone else took moved to a build from last week and found that lightmass was suddenly broken due to a missing dependency (UnrealLightmass-Sockets.dll), grabbing commit 729e3ba8e38619e020522f4e098098321fa32b2f fixes it.
In case anyone builds on the latest 5.0 branch, the online subsystem EOS plugin breaks "Run under one process" toggled off
if it's disabled, my game client doesn't connect to the listen server
Am i the only one that needs to include DeveloperSettings in the build.cs from my project to build successfully now ? (assuming you have a UDeveloperSettings class.) if i don't include it i have build errors, i'm on 5.0 last commit and hadn't got this issue on previous commits build.
I tried to build again with latest commit of the 5.0..and I still have the same issue
probably the same issue @lofty idol
For me it started to fail at this commit: e60c3e9da26cc9f8148af21f2ae000bd3efa4a5d
i just can't build my project on the last commit without adding a dependency to my build.cs
try 5bafe7080ccc022245d499607c1f9a71d3daf5b3
this is the one i was on yesterday
I'm pretty sure it wont, I've tried tons of commit, and starting the one I mentionnend, commits above don't build
yeah i built the latest 5.0 and it's working fine
might be on your end
try with this #ue5-engine-source message
or maybe it's a issue on your dev. environment
I saw some mentions about your dotnet issue yesterday, did you try to download it agane?
its odd that I can find the broken stuffs and @crimson granite seems to have the same issue
yeah I did that too 😦
can you look inside the logs to see more details about why it fails?
try running the failing command in the terminal by yourself, see what it says
yeah, but I have it installed, and it should not call that command line to build in all the cases
you building on vs 22 ?
have you seen this @paper hound ?
might be some .net fuckery
i'd put my money on some .net issue
yes that's why i asked if he's building on vs 22
UE5 needs NET 5.X to build
and it's not supported on vs 22
Yeah Im using vs22
do you have vs19 installed?
and you can't install 5.x on 22 so you need a vs 19 installation
no I don't
to build on 22
get vs19
i have vs19
then u missing dependencies
is the engine building with vs19?
that's not important
no i do it with vs22
show your vs installer
yeah well when i build, it uses msvc from vs19 not vs22
show workloads tab
did you do the steps from https://github.com/EpicGames/UnrealEngine/tree/5.0 README file?
yeah it is as @agile harness mentionned the 19
universal windows is not supported
you have it on 19 and not on 22 🙄
cause I was using that for Unity years ago
@lofty idol i dont have it in 19 or in 22 and i can still build
Universal windows is for bulding for windows store
well then show your entire individual components and compare with heavy ones
at least we will be sure 
I would check this page @paper hound , if you followed the readme from github with the ./setup.bat and ./generateprojectfiles then it must be something else
I'm forcing the install of 4.5 in the detailed one
or a faster solution would be to build on 19
Let me move the source folder that the root of my drive
.... I got it to work by changing the Default path generated by Epic launcher ":/Epic Games"
I think they forgot to escape a path in one of the latest commit
@crimson granite if your issue hasn't been fixed yet, i'm pretty sure it's a space in your path 🙂
so i was right
that's why i told u the error was literally on your screenshot
"-E:\Epic"
yeah 😄
I thought it was more a .Net issue
and the commit introducing that issue is this one:
and that's the dependency linker...
So... one of the dependency not on git break it ^^
I was confused by the fact it was building before, and the changes listed are not relevant to the issue it created :/
Does building through project (DebugGame Editor) prevent you from running the engine through UnrealEditor? I can still run the project through the editor. I've noticed similar errors like this before, like when I mistakenly tried to build lights inside the editor.
The project also opens fine outside VS when restarting after changes in project settings.
Did a fresh/(del intermediate) build as well
Does anyone experiencing crashes with Live Coding on latest 5.0 commit ?
Whenever i'm compiling with it and start my game it makes my server crash
How stable would one say that source is these days? Unadvisable for production still i assume?
How stable would one say that source is these days?
No editor crash so far, no lags, just got an annoyed bug with Live Coding but if you do everything in blueprint you're good yeah 👍
Hmm that doesnt sound too bad. Thanks !
It look like virtual shadows and lumen for massive performance improvement.
is there a way to not have to recompile the engine when adding a file from the editor ?? (and yes i'm doing Build and not rebuild, i'm building with CTRL+B)
Normally it recompile only the files in relation of your file
it doesn't seem to be the case
this is literally the only files that has changed
You got 5k files to compile each time?
Well then it doesn't recompile all ;)
Wait that's in the project, not in the engine?
yeah but it's compiling the engine ?
Yeah that's not normal
it's only doing it when i'm adding a file to my project from the editor
with Add c++ class
i added this
tried to compile and it compiled the engine
That's odd
Not related, but be careful with the space
i didn't put it myself lol
I've seen your path with ," 5.0"
first one is mine, second one is the one UE created to convert it to 5.0
Can't you rename it to _5-0
If it recompile it's because it detect changes...
But maybe it incorrectly detect it as something is not correctly linked in the path?
no
Is that issue new to you?
it compiling fine, it only doing this when i'm adding a file from the editor.
so the problem is clearly from "adding a file from the editor"
Yeah no idea what could be triggering that
i'll still have to re-generate vs project files
When you compile, do you compile your game or the project?
.
said it here
No but you should right click on the game name instead of pressing build
i don't press build
i said that i was doing ctrl + b
and
seems clear of what ctrl+b does
😄
yeah but the problem is not vs
And rider just build the game, not the engine
so i guess there is a setting to avoid that on vs
Idk, i don't really use VS
Yes. There is a Bug or something. But, at times it adds a few lines of code at the end of the project file, which roughly says .. required dependencies == engine. If that's in there then whatever you do it will recompile the engine. Atleast a big part of it. Due to that.
That extra bit of code can be removed without any visible issues. 🙂🙂🙂
I don't have a screenshot of the code I mentioned. But, faced the issue.
In which file ?
Project.uproject