#ue5-engine-source

1 messages · Page 12 of 1

eager hedge
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Fancy

static copper
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that's nice, they definitely needed an indicator they can be changed

hazy moat
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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.

echo ravine
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You'd need to run this through a GPU debugger, check with RenderDoc what happens, etc

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Might be driver bug, might be engine bug

lofty idol
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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.

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though considering this is d3d12 related, 99% it's an engine error.

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d3d12 is still stupidly unstable compared to d3d11

echo ravine
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For UE5 it's 50% old driver / engine error imho

lofty idol
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if you get device lost error I would assume you'd research latest/most stable drivers first before trying to dig in deeper.

shell mason
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Is the ue5-early-access build more stable than than the current 5.0?

hazy moat
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these current scalper/hi-prices/shortage times force you to downgrade GPU sadly ☹️

shell mason
lofty idol
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Can we get a moderator to pin 5.0 / ue5-main info? this gets asked multiple times a day.

hazy moat
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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)

hazy moat
lofty idol
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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).

hazy moat
opaque phoenix
full depot
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Could you link to any example ? I'd be interested in that

lofty idol
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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.

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I found anything below 25 to be a complete mess, but 25 is serviceable.

full depot
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Like I could hthink of ways to build procedural nanite mesh from code

lofty idol
lofty idol
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it holds up in motion if you don't have textures/high frequency detail.

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neither has any sharpening though.

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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

opaque phoenix
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hmmm

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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)

full depot
cinder spindle
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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?

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(not the early access version that Epic themselves forgot)

shadow birch
static copper
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It's technically possible for someone to distribute their own build but unless someone else does that for you you need the full source

cinder spindle
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@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 🙂

eager hedge
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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.

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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.

cinder spindle
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😦
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

eager hedge
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Real previews will happen eventually. Hopefully not too long from now but there's no real way to tell...

shadow birch
shadow birch
cinder spindle
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@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.

shadow birch
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That is assuming your movie project can't wait for indefinite release date of stable UE5.

cinder spindle
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@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.

lapis yacht
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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.

echo ravine
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Mandalorian style on-set environment rendering sure, final render? Nah

crude prism
# cinder spindle <@!325627930484932608> Yes, I know UE5 being worked on, but Early Access is aban...

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.

waxen socket
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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

hazy moat
# waxen socket Hello world! So as I go through this channel in particular i'm trying for my te...

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.

waxen socket
upbeat sigil
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no worries, I go through the commits

waxen socket
opaque phoenix
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Are there any improvements to forward shading in ue5 (looking at mobile mainly)?

shell mason
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(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?

opaque phoenix
shell mason
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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.
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Omg cant believe I forgot about that, such a noobie mistake 😅
Thank you so much!

lapis yacht
echo ravine
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Which branch? Some are less stable than others

chrome ingot
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i used 5.0 last night on a new build and it worked fine, have you tried the restart the editor bug fix?

lapis yacht
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Im using ue5-main as of last night @echo ravine

chrome ingot
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your ui doesnt match mine tho so I am guessing another branch

lapis yacht
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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 :/

chrome ingot
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so new widgets have this issue? after restarting fresh?

lapis yacht
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Well i think they were adding this 'feature' and it ended up messing up the original graph is what i fear.

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Because the UI shows on the widget icon before opening it up, and doesn't show up in the graph

chrome ingot
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thats how it works in 5.0 and its fine

lapis yacht
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oh so you guys are building on 5.0 not 5.1 :l

chrome ingot
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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

echo ravine
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Real time work stuff

lapis yacht
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Yeah i was told something else, so is the current 5.0 one stable? I'd assume

echo ravine
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The least unstable one

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People have used the one that's release staging or something

chrome ingot
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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

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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

lapis yacht
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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

dry halo
# chrome ingot I dont think Epic has actually said "here is what each branch is for, buyers bew...

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

echo ravine
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Hey <@&213101288538374145> we have pin material here

lusty bane
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thanks Hibbitts :)

chrome ingot
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Much thanks for the clarity 🙂

dry halo
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No worries, I've mentioned it a few times in various channels so nice to have it more centralized somewhere

chrome ingot
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do you have context for the staging and test branches as well since those are often asked about?

dry halo
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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.

chrome ingot
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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

dry halo
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You shouldn't ever need to touch either of those branches, both are just part of internal processes and aren't actual development branches.

chrome ingot
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shouldn't yes..... do people touch them? yes.... lol

dry halo
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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

dry ravine
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are the 5.0 projects backwards compatible with 5EA ?

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i mean obviously some thigns wont work but like will it still open xd?

chrome ingot
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no

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4.26 -> 5.0EA -> 4.27 -> 5.0 -> 5-main is pretty much the chain of engines right now

dry ravine
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ok thanks!

dry halo
eager hedge
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Quick, someone make a captain planet edit where it's all the versions combining into 5.0

dry halo
lapis yacht
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Appreciate that!

amber karma
somber iris
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5.0 built from github yesterday doesnt want me to disable lumen…is this normal?

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Are you guys having the same behaviour?

chrome ingot
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no issues disabling it in project settings here on a build from about 24 hours ago

somber iris
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Ok, thanks!

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I'm getting this message even on new blank projects. Did I do something wrong when compiling?

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when disabling lumen in project settings

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I will try new version tomorrow anyway

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thanks a lot for all your help guys

balmy tulip
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anyone how to work with the water in source 5.0

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It seems a few things have changed and I am having a bit of trouble getting it to work without it modifying the ground

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yeah

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uncheck the Affect Heightmap

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however that was a limitation previously and it didnt work, so you had to modify the material

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as per the UE Deep Dive on Water video

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lol

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well now that doesnt even work

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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

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🤣

limpid light
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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

balmy tulip
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Yeah there is a way to make it not work, but it's a hack essentially.

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The guy from epic even calls it that. Lol

hazy moat
eager hedge
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How can you make any conclusion about stability for a version of the engine that isn't even in preview...

warm jetty
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how to get uncompresssed TArray<uint8> From archive

static copper
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don't spam multiple channels with your question

zealous yarrow
warm jetty
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aha ok

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but this problem i think its related to ue5

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archive class is little different from ue4

somber iris
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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.

somber iris
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5.0

echo ravine
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Latest driver?

somber iris
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hmm, but if i build the game and test it on another machine it also fails when trying to disable lumen via console commands

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but I will try right now

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thanks for the suggestion

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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

echo ravine
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Unlikely that formatting computer will help much here

somber iris
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oh

echo ravine
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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

somber iris
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I'm not that worried since it happens with an empty new project too

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thanks for the help

solid cypress
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It seems they fixed ue5-main commits duplicity on GitHub

static copper
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lol, finally

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I of all people can understand flubbing git though

shell mason
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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?

opaque phoenix
shell mason
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Yeah, I was afraid so, thanks for the answer. Hopefully somebody here has a good solution for it.

echo ravine
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3 days worth of commits is like every single file changed

shell mason
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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
static copper
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make sure you rerun setup.bat just to be sure

shell mason
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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.

limpid light
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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.

shell mason
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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

limpid light
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ok since you are using Perforce like me, here is the workflow I use (based on recommendations from Epic).

  1. Get latest source from Git
  2. I have a separate "Vanilla UE5" branch in Perforce that contains only the files from Epic.
  3. Start by DELETING all the files in your local workspace folder for that branch
  4. Copy over the files from step #1
  5. Reconcile changes and submit to Perforce. This is important since the P4 server now knows the delta between the versions
  6. Then I have a second branch to do merges. I do a merge of the latest main project branch into this branch first.
  7. Merge the Vanilla UE5 branch into the merge/staging branch. Resolve conflicts, submit changes.
  8. Basic testing in the merge branch to see everything works
  9. Copy (or merge, depending on how you setup your streams) the merge/staging branch over to main branch
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(this is a rough list off the top of my mind)

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I havent setup UGS set, its on my list 🙂 but good to see you are using it

shell mason
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Ait thanks, will do that! 😄
Yeah, UGS is amazing!

limpid light
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Just updated the list above, forgot an important step 🙂 you need to delete everything in the vanilla branch

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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

shell mason
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Oh okay, that makes sense

hazy moat
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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.

limpid light
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Isnt dx12 a requirement for raytracing?

lofty idol
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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.

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for about a month you could reliably crash dx12 just by changing screen res rapidly while lumen was running.

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it's been that way since they've added dx12 in ue4 ¯_(ツ)_/¯

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not something new for ue5

limpid light
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I've been developing this project since last summer in UE5, with dx12 forced on all the time 🙂 been fine here

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Im using Lumen, static lighting turned off. Not using raytracing though

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I think the only issue we've had was one of us running out of VRAM (8GB), solved by buying him a 3090 🙂

hazy moat
torpid valve
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it won't be solved

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until Crypt will blow up

limpid light
hazy moat
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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.

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Often i use ue5 editor without realtime..... to keep card relaxed

clear pawn
limpid light
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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?
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I'm guessing with the second its now implied through other things like perhaps the HLODs?

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There is only a toggle now whether the actor is streamed with WP or not. That covers the "always loaded" option at least

storm lichen
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amazing

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they just made made a half dozen marketplace "improved" logging plugins obsolete, lmao

eager hedge
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lmao they just added the key param? nice.

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Maybe next they'll add actual logging support.

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Why that isn't built in I have no idea... even if it were just for LogTemp or something.

patent iron
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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 -_-

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so, what is the right way to do this, to not have to rebuild the engine from scratch after each git pull?

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should I not have run the GenerateProjectFiles.bat after the git pull? despite the epic docs saying that this is necessary?

eager hedge
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building new commits generally results in most if not all of the engine being rebuilt

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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.

patent iron
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thx, that´s quite disappointing. their docs say 10 to 40 minutes, but it´s more like a few hours each time...

eager hedge
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It heavily depends on your computer. And whether you're building everything or just what your project needs.

patent iron
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I see. do I usually also have to run setup.bat after a git pull?

eager hedge
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No.

patent iron
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thx for the info, guess I won´t be pulling again anytime soon

lofty idol
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10min (ssd) to 40min (hdd) are accurate estimates for 4.0, but the compile times spiraled out of control quickly after that

hazy moat
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this is my example how much time it gets to build full editor

lofty idol
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iirc unity used to take 6min to compile from source

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I wonder how are they doing nowadays

dusky basalt
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Hi how can i download the 5.0 branch throught git desktop? I have downloaded the .zip but its really slow when extracting

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any idea?

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Mention me to know you answered ty!

echo ravine
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zip files can't be updated and you'll need updates

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Git desktop is terrible so I wouldn't bother

dusky basalt
#

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

echo ravine
dusky basalt
#

really?

echo ravine
#

More if you have more platforms etc

dusky basalt
#

Lol! but if the early access were just 50gb

echo ravine
#

The early access binary without debug symbols, yes

dusky basalt
#

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

echo ravine
#

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 ?

dusky basalt
echo ravine
#

No sorry

dusky basalt
#

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?

dusky basalt
#

We are a developing team of 6 persons and 300gbs are too much for anyone on their pcs 😅

echo ravine
#

Generally speaking you can only ever update to more recent versions with the exception of 5EA to 4.27

echo ravine
dusky basalt
echo ravine
#

You can also try cooking up an Installed build but that's a lot harder

echo ravine
dusky basalt
#

No sorry i mean 5EA1

echo ravine
#

You can never ever update to an older version so no

dusky basalt
#

so 5EA is older than 4.27?

echo ravine
#

Yes

#

5EA is 8 months old

dusky basalt
#

Didn't know this ok

stray birch
#

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

vale hill
frank lichen
#

Has anyone else been getting Failed to open selected source code accessor 'None' when you try and create a new C++ project?

void jungle
#

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?

torpid valve
#

this was never meant to public

#

it's for QA

balmy tulip
#

World Partition Landscape Support? What does that entail? I was under the impression that WP already worked on landscapes?

somber iris
#

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

torpid valve
#

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

somber iris
#

Thanks a lot

lofty idol
#

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.

somber iris
#

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

limpid light
#

Git sync seems to be down again.. last update 20 hours ago, and there are newer in their Perforce

ashen kiln
#

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 :/

lofty idol
torpid valve
#

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

limpid light
#

that username (on that blocking PR) is fitting AF 🙂 DramaDesu

ashen kiln
#

similar to old -dx12 parameter

#

but beware it will recalculate all shaders

gleaming sigil
#

Ho

opaque phoenix
ashen kiln
#

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.

eager hedge
#

Is... is that setup for what I think it is?

torpid valve
#

i don't know seems like very little code 😄

#
IMPLEMENT_MATERIAL_SHADER_SetParameters(FRHIMeshShader);
eager hedge
#

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.

torpid valve
#

but it's not going to work on anything other than SM6

eager hedge
#

meh

#

it's a start

opaque phoenix
echo ravine
#

It is finally going to happen, more like

eager hedge
#

at some unspecified point in the future
but it's nice to know it's in progress.

amber karma
#

What is sm6?

echo ravine
#

shader model 6

#

Requires hardware DX12 support

amber karma
#

So similar to gpu hardware rendering on .27 but with nanite and lumen?

eager hedge
#

No.

echo ravine
#

No idea what "hardware rendering" here would mean

#

It's just a set of low level features

vale hill
#

Woot Nanite WPO maybe in future :-)!!!!!!!!!!

torpid valve
#

somone pulled short stick and was assigned to it

eager hedge
#

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"

hazy moat
opaque phoenix
opaque phoenix
eager hedge
#

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.

main plume
#

can I build the UE 5.0 branch with VS2022 or do I need VS2019? Just swapped over to a fresh PC

eager hedge
#

Either.

main plume
#

okay so i didnt install something I need then hahaha

hazy moat
#

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.

rancid kelp
#

Holy crap.... look at all these bug fixes 😮

#

I am excited 🙂 I can not wait for even more fixes!!

eager hedge
#

Not afaik.

torpid valve
#

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

lofty idol
#

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?

opaque phoenix
#

can the stackobot project be opened on 5.0?

opaque phoenix
#

yeah I noticed 2 bps. should not be a problem

#

I take that back. How is this broken?

drowsy patrol
#

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 ==========
idle ember
eager hedge
#

probably a slightly different directory since that's a different project being built

#

same basic solution though

drowsy patrol
#

:/

#

and doing a clean build of my project .-.

eager hedge
#

Delete the whole intermediate directory.

opaque phoenix
eager hedge
#

Works fine for me on EA. Haven't tried on a source build and probably won't bother.

drowsy patrol
opaque phoenix
eager hedge
#

I don't think there's any code. It's a blueprint project.

drowsy patrol
quaint kindle
#

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

eager hedge
#

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.

clear dune
#

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?

eager hedge
#

LWC should be on by default in 5.0 afaik

clear dune
#

Hm.. I still get bad jitters. Maybe I'm using it wrong.

drowsy patrol
#

Everything built successfully. Thanks siliex and aquanox 👍

crude owl
#

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)

crude owl
#

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

crude owl
#

I may have successfully fixed it, but I'm not sure why it was broken or when

crude owl
#

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.

uncut stump
#

Heyo, what files are needed to be pushed to source control for it to work and files do you not need? using p4

sudden vigil
#

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.

limpid light
# uncut stump Heyo, what files are needed to be pushed to source control for it to work and fi...

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/

gilded pecan
#

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.

pure jackal
#

are volumes completely broken for anyone else in the 5.0 branch?

torpid valve
#

and github sync is dead again : D

strong agate
balmy tulip
#

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

pure jackal
#

any volume lol. probably because they're trying to remove brushes

winter dirge
#

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)

eager hedge
#

see the top pinned comment in this channel

winter dirge
uncut stump
#

Heyo people, just wondering why in unreal engine using perforce that an available workspace won't appear any fixes?

torpid valve
#

@stark basin sorry to bother, but it seems like Github sync died again for few days (;

latent iris
#

So, ue5-release-engine-staging is the one that we will eventually turn into 5.0 stable release, correct?

spring ocean
#

just ignore that one and the test one, 5.0 is the branch to use for the next release later

latent iris
#

Huh - weird. I don't just see regular ol' 5.0 🤔

spring ocean
#

it's below 4.27

latent iris
#

omg

#

I'm a knucklehead

#

I did git checkout ue5 for some bonehead reason

#

😠

echo ravine
#

"5.0" branch literally

latent iris
#

Yeah....

#

I just woke up like 10 minutes ago 😅

crimson granite
#

Has the UE5 5.0 branch been quieter than normal recently?

opaque phoenix
ashen kiln
#

Epic should ban those people with 10k commit merges for real.

crimson granite
#

Is that why it's broken?

opaque phoenix
torpid valve
#

yeah people who merge entire engine back to main

#

its choking gitsync

crimson granite
#

So uh

#

How do we get latest?

latent iris
#

Pinned message. Top one.

#

And the branch to switch to is 5.0

strong agate
#

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?

crimson granite
#

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

strong agate
#

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

limpid light
mighty elbow
#

Ah, that's what I think I'm gonna go with for now, even if it's kinda messy

chrome ingot
#

yeah the new root all directory is... annoying

eager hedge
#

They added a new prefix to package paths without adding support everywhere? Classic.

#

That's what we get for using source builds lol

torpid valve
#

mean time, browsing of plugins inside conten brwoser cloud finally support subfolders 0o

eager hedge
#

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.

eager hedge
#

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?

astral ore
#

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

chrome ingot
#

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

astral ore
chrome ingot
#

no idea, I haven't used lumen but if something will be in at release it should show up here

astral ore
#

Ok

#

@south wind Is 5.0 the branch which has lumen support for subsurface?

astral ore
# south wind yep

Ok. Thanks. Does it also contain the local exposure with lumen as well?

astral ore
south wind
strong agate
#

It seems LWC will not be optional

zealous yarrow
#

Makes sense since there is not much reason to keep it optional anyways

strong agate
#

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?

zealous yarrow
#

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

strong agate
#

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

zealous yarrow
#

True, yeah I'm not sure about mobile
Don't know much about mobile platforms so can't really comment on that

crimson granite
#

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

astral ore
#

Anyone know why this is happening?

#

Seems there is an issue with one of the files on github?

strong agate
#

I just compiled the 5.0 branch, it's probably in your end

#

I would recommend to build under C:\ to fix this error

crimson granite
#

I get this

#

AutomationTool exiting with ExitCode=1 (Error_Unknown)

agile harness
#

do you guys delete the LocalBuild folder before doing a build?

crimson granite
#

Where is that located?

astral ore
astral ore
#

No worries. Works now. I just reduced the directory in the drive I was using.

final cove
#

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

astral ore
#

cmd.exe closes when Windows prompts prerequiste ue4.exe window

strong agate
strong agate
torpid valve
astral ore
strong agate
astral ore
vale hill
#

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

astral ore
agile harness
#

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

crimson granite
#

My folder never forms if the rocket build fails

astral ore
chrome ingot
#

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

strong agate
#

That's expected behaviour

astral ore
strong agate
#

Yes

astral ore
# strong agate Yes

It says: GenerateProjectFiles ERROR: UnrealBuildTool was unable to generate project files.

strong agate
#

What is your visual studio version?

astral ore
latent bramble
#

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

chrome ingot
#

@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

latent bramble
#

Closed Visual studio, so I don't have the output anymore, need to build again 😅
But there was 100+ errors result was failed build

chrome ingot
#

I can say this build was successfull without error and loaded up without issue. VS 2022

latent bramble
#

Humm gonna rebuild from clean to check if it was because of remaining stuff

amber karma
# astral ore Visual studio 2022.

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/...

▶ Play video
astral ore
amber karma
amber karma
crimson granite
#

C:\...\Engine\Plugins\Online\SocketSubsystemEOS\SocketSubsystemEOS.uplugin: warning: Unknown platform Stadia while parsing deny list for module descriptor SocketSubsystemEOS

#

Getting this on latest

flint loom
#

Anyone here use CodeSpartan's dialogue plugin in 5.0? Trying to compile and I've got a nice selection of errors

static copper
#

at least that's my experience porting plugins

flint loom
#

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

static copper
#

as for slate stuff I'm clueless

#

GetEditorMode() seems to be still in use as of 5.0

flint loom
#

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()

static copper
#

you get the fun job of figuring out how the api changed

flint loom
#

😩

#

I wouldnt have these problems if they'd stop changing the code!! 😜

astral ore
eager hedge
flint loom
#

Figures 😦

#

Well I'm too tired to figure this out tonight, will try again tomorrow when the coffee is still working 🙂

burnt sage
#

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.

astral ore
#

Are the no of material instructions showing up in the stats of material editor in the latest 5.0 build? Mine isn't showing.

crimson granite
#

I also noticed that mine don’t show

half ruin
#

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?

agile harness
#

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
limpid light
limpid light
astral ore
limpid light
#

Checking the absolutely latest build now to make sure its also there

astral ore
crimson granite
#

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.

astral ore
#

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.

crimson granite
#

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

limpid light
#

they've been doing some things lately to make the hardware path faster afaik

crimson granite
#

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

limpid light
#

probably an obvious question, but have you tried making a debug build?

crimson granite
#

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?

crimson granite
#

So I really want Debug Editor

limpid light
#

yes

crimson granite
#

Interesting. Even when running VS in admin mode Development Editor builds fine. Debug Editor throws errors

#

Down another rabbit hole I go lol

crimson granite
#

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

crimson granite
#

`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.`
crimson granite
#

It's almost like VS doesn't have the path to dotnet

eager hedge
#

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.

crimson granite
#

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?

eager hedge
#

It might be. Would have to track down what exactly causes the dotnet command to be called.

gilded pecan
limpid light
#

just go through on the website

crimson granite
crimson granite
#

Wondering if other people are seeing this on latest

crimson granite
#

Also TSR and DX12 still seem soo unstable

#

Not complaining just suprised

quaint kindle
#

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

echo ravine
#

Since that would require the file formats to never change

crimson granite
#

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...?

quaint kindle
#

@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

echo ravine
#

(btw 5.1 doesn't exist, it's just the master development branch, including 5.0 work, 5.1 work, probably 5.2 work)

crimson granite
#

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?

agile harness
#

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.
crimson granite
#

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

lofty idol
#

i have no words for this epic..

#

R.I.P PendingKill

limpid light
#

IsValid does the same check as pendingkill used to do, I switched over to using that ages ago 🙂

latent bramble
#

How to build a light weight version of the engine from source ?
Engine folder goes more than 250Go of space...

echo ravine
#

It'll be something like 150GB for Development + Shipping, bit less if you have disabled every plugin you don't need

latent bramble
#

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

echo ravine
#

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

limpid light
ashen kiln
#

wehn

scenic mauve
#

wehn will ue5 release?

echo ravine
scenic mauve
#

Ha! Got em

chrome ingot
#

@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

crimson granite
#

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?

solid cypress
eager hedge
#

I appreciate the note about back-compat with float-based serialization.

rancid kelp
quaint kindle
lavish grove
#

@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

paper hound
#

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

lavish grove
#

disabling VSM fixes it but I want to use VSM

paper hound
#

VMS?

lavish grove
#

virtual shadow maps

paper hound
#

Oh so they improved it

#

My report was without

lavish grove
#

I only tested shadows so lumen might still be broke, I can test it now

paper hound
#

Volume fog is also broken

lavish grove
#

yeah disabled VSM only fixes shadows, lumen and fog is still broke

paper hound
#

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

lavish grove
#

yeah it breaks on my small-ish 4x4km map

paper hound
#

the Matrix one was 4km

lavish grove
#

they did use only emissive though I think for lighting

#

other than skylight and directional

paper hound
#

Haven't tried that

#

It's true directional work regardless

lavish grove
#

emissive works fine I think at that distance

paper hound
#

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

lavish grove
#

yeah emissive shows in lumen scene past 131k units

paper hound
#

heh so they tricked their engine 😄

lavish grove
paper hound
#

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 😄

lavish grove
#

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

quaint kindle
#

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

quaint kindle
#

maybe the next release will be this release in feb

echo ravine
#

Next release later this year is what's right now in 5.0 branch

quaint kindle
#

I ear it suppost to be in feb... but I have doubt lol

echo ravine
#

No one knows, my guess is GDC

lofty idol
quaint kindle
#

to many bugs to have a stable release in feb I think

lofty idol
#

and made the demo based on this modified branch

paper hound
#

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:

echo ravine
#

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

paper hound
#

I just get that:

echo ravine
#

Ask @crimson granite if they got it to work

#

Might be a recent regression

paper hound
#

I've deleted the source and try sync git ...

#

@crimson granite have you found a solution?

echo ravine
#

You're on the 5.0 branch right?

paper hound
#

I tried 5.0, ue5-release-engine-test and ue5-release-engine-staging

echo ravine
#

5.0 is what you want

paper hound
#

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

paper hound
#

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...

echo ravine
paper hound
#

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)

paper hound
#

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

agile harness
#

so 5.0 is broken atm?

paper hound
#

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?

paper hound
#

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 😄

agile harness
#

I'm scared of spaces in my paths

#

Haha

paper hound
#

Well when epic launcher create folders like "Epic Games" they better be working with Spaces

echo ravine
#

I wish it was superstition

paper hound
#

... tell me about it...I know some people in the cinema industry that got kind of stuck for a long time

agile harness
#

Haha

paper hound
#

They afterward realized their entire pipeline was stuck cause one of the studio they worked with did some outsourcing with an asian company 😄

echo ravine
#

I remember when I had to rename my Windows account because the letter ë fucked Unreal 4.0

paper hound
#

and they had funky folders 😄

agile harness
#

Whats up with ue copying the build to another folder?

echo ravine
paper hound
#

No I simply use the same folder to sync my git than the one epic used for any other epic stuffs...

agile harness
#

I know one is binary and one is source

paper hound
#

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

#

he's the one responsible of that commit ^^

echo ravine
#

Or more reasonably don't and wait for the fix to come in 😛

paper hound
#

or make a PR that will never been approved 😄

echo ravine
#

I said reasonable

paper hound
#

You can send them a letter explaining the issues at Epic Games, Inc. 620 Crossroads Blvd Cary, NC 27518

#

That's reasonable no?

echo ravine
#

Still faster than a PR

paper hound
#

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"

torpid valve
#

I wonder..

#

if we ever live to time

#

where TimeSeconds will be double

#

;s

crimson granite
#

You can easily change it

chrome saddle
#

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.

paper hound
paper hound
#

Compile went fine @lofty idol ...now it's building shaders

paper hound
#

OMG...

#

T_T

thin tree
#

I hear server travel is borked in 4.27.x

#

Is it still the case on UE5 ?

paper hound
#

So... Lumen issue is not fixed with the commit 9060725e1e38fb7f1fbc83f395d4f7790f9b863d + this fix 5a6ec64aec16df4945021a7c5aaea69d0e419f7b 😦

#

GI + Volume lights don't work on light over 131072 units

gilded pecan
#

Even more Lumen settings on top of the current Lumen settings...yaay.

#

r.LumenScene.Heightfield as well

eager hedge
#

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.

agile harness
#

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

lofty idol
#

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.

paper hound
#

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

lofty idol
#

what is your issue

#

my UE5 build successfully

#

that's not the issue 😄

paper hound
#

ah damn

#

I build without a project, just the engine

lofty idol
#

same

#

but that's not my issue again 😄

paper hound
#

For me it started to fail at this commit: e60c3e9da26cc9f8148af21f2ae000bd3efa4a5d

lofty idol
#

i just can't build my project on the last commit without adding a dependency to my build.cs

lofty idol
#

this is the one i was on yesterday

paper hound
#

I'm pretty sure it wont, I've tried tons of commit, and starting the one I mentionnend, commits above don't build

lofty idol
#

issue on your side then

#

check that u have the same

agile harness
#

might be on your end

#

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?

paper hound
#

its odd that I can find the broken stuffs and @crimson granite seems to have the same issue

agile harness
#

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

paper hound
#

yeah it does fail

#

but people says it should not even call that

lofty idol
#

also the error is literally here

#

@paper hound

paper hound
#

yeah, but I have it installed, and it should not call that command line to build in all the cases

lofty idol
#

you building on vs 22 ?

agile harness
#

have you seen this @paper hound ?

paper hound
#

no

#

looking at it now

#

wait a second

agile harness
#

might be some .net fuckery

paper hound
#

maybe its a space issue

#

like the command is not run between brackets

agile harness
#

i'd put my money on some .net issue

lofty idol
#

UE5 needs NET 5.X to build

#

and it's not supported on vs 22

paper hound
#

Yeah Im using vs22

agile harness
#

do you have vs19 installed?

lofty idol
#

and you can't install 5.x on 22 so you need a vs 19 installation

paper hound
#

no I don't

lofty idol
#

to build on 22

agile harness
#

get vs19

paper hound
#

i have vs19

lofty idol
#

then u missing dependencies

agile harness
#

is the engine building with vs19?

lofty idol
paper hound
#

no i do it with vs22

lofty idol
#

if he have vs19 he can build on vs22

#

i'm building on vs22 without any issues

lofty idol
paper hound
agile harness
#

yeah well when i build, it uses msvc from vs19 not vs22

lofty idol
agile harness
paper hound
lofty idol
#

not vs22

paper hound
#

yeah it is as @agile harness mentionned the 19

lofty idol
#

yeah but you building with 22

#

so show your vs22 installation..

paper hound
lofty idol
paper hound
#

universal windows is not supported

lofty idol
#

you have it on 19 and not on 22 🙄

paper hound
#

cause I was using that for Unity years ago

agile harness
#

@lofty idol i dont have it in 19 or in 22 and i can still build

paper hound
#

Universal windows is for bulding for windows store

lofty idol
#

well then show your entire individual components and compare with heavy ones

#

at least we will be sure Harold1

agile harness
paper hound
#

I'm forcing the install of 4.5 in the detailed one

lofty idol
#

or a faster solution would be to build on 19

paper hound
#

the command dotnet work

#

so it's not that the issue

agile harness
paper hound
#

Let me move the source folder that the root of my drive

paper hound
#

.... 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 🙂

lofty idol
#

so i was right

lofty idol
#

that's why i told u the error was literally on your screenshot

#

"-E:\Epic"

paper hound
#

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 ^^

paper hound
# lofty idol

I was confused by the fact it was building before, and the changes listed are not relevant to the issue it created :/

dusky stump
#

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

lofty idol
#

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

swift kayak
#

How stable would one say that source is these days? Unadvisable for production still i assume?

lofty idol
swift kayak
#

Hmm that doesnt sound too bad. Thanks !

paper hound
#

It look like virtual shadows and lumen for massive performance improvement.

lofty idol
#

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)

paper hound
#

Normally it recompile only the files in relation of your file

lofty idol
#

this is literally the only files that has changed

paper hound
#

You got 5k files to compile each time?

lofty idol
#

no

#

3k

paper hound
#

Well then it doesn't recompile all ;)

lofty idol
#

still not logic

#

that it compile the engine

#

for no reason

paper hound
#

Wait that's in the project, not in the engine?

lofty idol
#

yeah but it's compiling the engine ?

paper hound
#

Yeah that's not normal

lofty idol
#

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

paper hound
#

That's odd

lofty idol
#

that just fuc*ed up my day of work

paper hound
#

Not related, but be careful with the space

lofty idol
#

i didn't put it myself lol

paper hound
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I've seen your path with ," 5.0"

lofty idol
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first one is mine, second one is the one UE created to convert it to 5.0

paper hound
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Can't you rename it to _5-0

lofty idol
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idk

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i just want the engine to not compiling itself for no reason

paper hound
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If it recompile it's because it detect changes...

lofty idol
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i just checked the engine repo on my github

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there is no changes.

paper hound
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But maybe it incorrectly detect it as something is not correctly linked in the path?

lofty idol
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no

paper hound
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Is that issue new to you?

lofty idol
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it compiling fine, it only doing this when i'm adding a file from the editor.

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so the problem is clearly from "adding a file from the editor"

paper hound
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Yeah no idea what could be triggering that

lofty idol
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yup

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just hope someone can help me

paper hound
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Can't you duplicate a file and rename it?

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Instead of creating a new one

lofty idol
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i'll still have to re-generate vs project files

paper hound
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When you compile, do you compile your game or the project?

paper hound
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No but you should right click on the game name instead of pressing build

lofty idol
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i don't press build

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i said that i was doing ctrl + b

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and

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seems clear of what ctrl+b does

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😄

paper hound
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So odd

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On my side I use vs22 for the engine

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And for my project I use rider

lofty idol
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yeah but the problem is not vs

paper hound
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And rider just build the game, not the engine

lofty idol
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so i guess there is a setting to avoid that on vs

paper hound
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Idk, i don't really use VS

wet badger
# lofty idol so the problem is clearly from "adding a file from the editor"

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. 🙂🙂🙂

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I don't have a screenshot of the code I mentioned. But, faced the issue.

wet badger
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