#ue5-engine-source

1 messages · Page 14 of 1

lone hawk
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it's been a while, and now I want to pull all the updates they've made since then

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just use git pull, got it

spring rock
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What I do is

  1. fork unreal engine to my own github repository
  2. git add remote upstream https://github.com/EpicGames/UnrealEngine.git (upstream can be whatever name you want epics repository to be)
    then updating is as easy as:
  3. git fetch upstream get changes
  4. git merge upstream/5.0 apply changes from 5.0 branch to your fork on PC
  5. git push origin 5.0 push changes to your 5.0 fork of unreal on github
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then just build in VS/Rider

lone hawk
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Sweet, I'm still learning source control so I miss some steps here and there

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I did git fetch, then git pull and built the engine. I didn't merge though

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Thanks for writing it out for me though, now in the future I have a reference

vast breach
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Does anyone know to get the time synth plug in to work in the source build?

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I tried re compiling with UAT.Bat but it failed

storm lichen
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i discovered that instanced structs now allow you to recursively nest structs in BP :)

paper hound
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Is lumen the same between the 5.0 and 5main (5.1)

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Cause the more I try it, the more broken it gets

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(I'm on 5.0)

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Another feature that worked a week ago on the 5.0 branch is now working the same way :(

paper hound
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I'm wondering how much different lumen is between versions :/

past pagoda
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I'm not sure why you keep changing versions, best I found is to figure out the best version and stick with it, otherwise it just becomes such a mess trying to figure out what is different or broken every update

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Lumen works well-ish for me on 5.0 from around a week ago or smiethng like that

ashen kiln
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I recommend sticking with 5.0 at this point, since it's 2 or 3 months away from release. The lighting results you're getting on early access will never be the same with the results on 5.0, so you'll need to redo lots of scene lighting work on your levels after actual 5.0 is released. Not even mentioning 5.1 (ue5-main), since it's bleeding edge stuff mostly.

paper hound
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Oh no don't worry i'm not... I'm sticking on the EA2

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It's just that once every week, I pull the source from Git

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and lock my computer for few hours at building UE 5.0 to just test out what has changed 😄

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...maybe I should mine bitcoin instead 😄

vast breach
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If you have a source build I wouldn't be using ue5ea anymore.. it's broken at almost every turn especially when packaging

paper hound
vast breach
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I tutor people in unreal. Every single person I've ever had using ea or ea 2 build has had random non sense errors when packaging

past pagoda
past pagoda
paper hound
past pagoda
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yea EA builds are really not production ready at all, 5.0 is better for that

vast breach
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You've been luck so far

paper hound
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yeah most probably 😄

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Here I feel i'm the only one enjoying the EA2

vast breach
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One dude had to remove data Smith plugin random. He'd had it the whole project. Packaged 100 times just fine.
We added an input event and all the sudden it has to go or it refused to package

paper hound
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Idk, I've ported few UE4 plugins to Unreal 5EA and use it daily, no issue at all

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there is only one instant crash that happen for me

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is to try to modify a spline generated by code within a BP prefab

vast breach
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Been lucky is all. Hopefully it holds till your done

paper hound
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Well It will 😄

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We reach the end of prepoduction, and start production when funding is unlocked

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so that will be probably 2-3 months

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and that should line up with the release of UE5

past pagoda
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I love how everyone is assuming rls is in 2-3months

paper hound
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maybe beaucause Epic executives are saying that 🙂

past pagoda
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when did they say that tho?

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they only said like early 2022 like 6 months ago or something from what I remember

vast breach
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Be careful with that too. Had a guy yesterday who upgraded to source build and time synth plugin was removed between the versions. Now he's stuck trying to re-implement it on the source build

paper hound
past pagoda
paper hound
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Just deprecation issues

past pagoda
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how can you not use blueprints?

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lol

vast breach
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His too. Some random conversation issue

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And really you should be

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I don't even touch C++ till I have the prototype for all my code in BP. Save so much comp time

paper hound
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Sorry to be more efficient in c++ 😉

paper hound
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I need to concentrate 100% of my brain to do a for loop in BP...

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for me it's counter intuitive

vast breach
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It's a node..

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How hard do you gotta think?

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For loop done

paper hound
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maintaining a lot of code in BP is also a nightmare

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working with source control and team is terrible

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and when you need to upgrade something spread across a lot of BP... you're good to lose half a day...

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while in C++, it's a search and replace

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and done 🙂

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and nodes always end up in to spaghetti nightmare

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although I fully understand the appeal of BP, it's a very elegant solution to start development

ashen kiln
paper hound
ashen kiln
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Yeah, it's mostly known thing though.

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and highly assuming it'll be a few weeks after GDC

paper hound
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yeah most probably

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or as an opening for the GDC

median gulch
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I assume this has been asked before, but is anyone getting this error when compiling the latest version:

1>UE5\Engine\Source\Runtime\GeometryCore\Public\Util\DynamicVector.h(431): error C3536: 'SerializeElement': cannot be used before it is initialized
1>UE5\Engine\Source\Runtime\GeometryCore\Public\Util\DynamicVector.h(431): error C2064: term does not evaluate to a function taking 2 arguments```
If yes, is there any way to fix it? 
If no, could you tell me what VS version you are using (if any)?
paper hound
median gulch
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No, I don't think I have

paper hound
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there is an extra ">" in the code, and you just have to remove it.

median gulch
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Interesting

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Thanks

median gulch
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Well I did remove it, but that wasn't the cause, unfortunately

paper hound
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Damn, are you on the last commit of the 5.0?

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7cadd28619d078419ccfa5d782b6c62104b93bb5

median gulch
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No, I'm on ue5-main

paper hound
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Oh, so that's the 5.1

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Maybe it simply doen't compile because of another error?!

median gulch
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This is the only thing the compiler is complaining about

paper hound
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The 5.0 does compile just fine (beside the Tuple issue)

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have you check the Git history of the DynamicVector.h?

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maybe a change in it altered the source?

median gulch
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Good thinking. Gonna check it now

paper hound
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for example the tuple got broken since January 20th

median gulch
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const auto SerializeElement = [](FArchive& Ar, ArrayType* Element)
has been replaced with

                TCanBulkSerialize<Type>::Value && !(bIsLWCBulkSerializedDoubleType && Ar.UEVer() < EUnrealEngineObjectUE5Version::LARGE_WORLD_COORDINATES)
                    ? [](FArchive& Archive, ArrayType* Element)
                    {
                        Archive.Serialize(Element->GetData(), Element->Num() * sizeof(Type));
                    }
                    : [](FArchive& Archive, ArrayType* Element)
                    {
                        Archive << *Element;
                    };```
paper hound
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Damn another "LWC" 😄

median gulch
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My guess is that the compiler gets confused by the short if and can't figure out that the element has been serialized?

paper hound
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can you switch to 5.0 rather than trying to fix it?

median gulch
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No, my main issue is that some assets got saved and committed using the latest ue5-main version

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My earlier version wouldn't recognize these assets, and I can't get the latest one to work

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I guess we'll have to revert the commit, and go back to the latest stable ue5-main version

paper hound
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can you build the same version than the assets got saved in, and then try to migrate them

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or the "same version" is precisely the one you cant build

median gulch
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They were built in the version I can't build xD

paper hound
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um that's odd

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in a way, it will be probably faster to revert the commit and reapply the changes made on top

median gulch
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Well, my course of action is clear. The team has to revert the commit, go back to the latest stable ue5-main version, and rebuild the assets. A pain, for sure, but it'll work.

paper hound
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cause otherwise you will trap yourself on the 5.1 version that will take ages to be released

paper hound
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usually the way I work is that my team stay on a version, then I try a new version for few weeks, until I can greenlight all the issues present and make sure no other issue has been brought to the project

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then if all of that is cleared out, the entire team move to the new version

median gulch
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That was our idea, as well. But the colleague who updated to the latest version and build these assets obviously didn't have any issues.

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I already asked him about what VS version (if any) he's using, but he hasn't replied yet. Guess some people do have better things to do on a Sunday xD

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The audacity

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Anyway, thanks for the help, dude.

paper hound
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Well I'm sorry I can't help more :/

hollow orbit
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Is Epic still working on a replacement for the CMC in UE5?

gilded pecan
hollow orbit
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I see

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Alright thank you

muted quail
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does anyone know if there's a master branch for ue5? I'm not seeing one, I assume the branch labeled 'master' is still ue4

eager hedge
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ue5-main is the primary (unstable) development branch for UE5. However, that comes with warnings ^

muted quail
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got it, thank you!

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yes I would assume so, last night I was just digging through github and was trying to work out which branch to clone to try and fix some issues in a EA2 project

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ended up downloading the master and wasting a bunch of time 😛

gilded pecan
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Bit of a long shot, but does anyone see something obviously borked about "Engine/Plugins/Experimental/Animation/MotionWarping/Source/MotionWarping/Private/RootMotionModifier_SkewWarp.cpp" ?

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It seems to work properly on any root motion animation I've tested in the X/Y axis, but it never warps on the Z axis (regardless of how bIgnoreZAxis is set; I've commented it out and still had the same problem)

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My hair is starting to go grey trying to debug this one 😸 . Maybe a fresh set of eyes can see what I'm missing out on.

paper hound
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Also there are setting in the animation montage to ignore the Z axis, maybe it's on by default

gilded pecan
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They've changed it a bit since 5EA. The old scaling code is deprecated and they seem to be defaulting to this SkewWarp for anything Motion Warp related.

gilded pecan
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I've made test animations with root motion values in all axis. It just doesn't seem to move the character when I call it for the Z axis.

paper hound
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I'm sorry I haven't tried with 5.0, just 5ea

next onyx
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5.0 get m1 native yet?

shy willow
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i i recently upgrade my project that based on shooter game to the latest ue5 build from 5.0 and use vs2022,when i compile it i got these errors

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1>C:\EpicGames\UnrealEngine\Engine\Source\Runtime\GeometryCore\Public\Util\DynamicVector.h(411): error C2737: 'SerializeElement': const object must be initialized
1>C:\EpicGames\UnrealEngine\Engine\Source\Runtime\GeometryCore\Public\Util\DynamicVector.h(431): error C3536: 'SerializeElement': cannot be used before it is initialized
1>C:\EpicGames\UnrealEngine\Engine\Source\Runtime\GeometryCore\Public\Util\DynamicVector.h(431): error C2064: term does not evaluate to a function taking 2 arguments```
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any ideas why its happening?

limpid light
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Probably just a broken commit? Keep an eye on the repo and hope they submit a fix soon 🙂 You aren't the only one getting this error, it was reported by a build bot on a community Discord as well

paper hound
shy willow
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ahh bummer

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guess i revert to the old engine commit

ornate coyote
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anyone have any tips on how to reduce UE5 source built engine size? 198gb seems crazy...

shy willow
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what i did is dont compile the entire engine,compile it from your project because it will reduce from the 5k commit to 3k commit(for my project)

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@ornate coyote

ornate coyote
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Ohh ok, interesting

shy willow
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and there's a parameter u can put in your .uproject called disableenginepluginsbydefault(prob not the exact name)

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it will only give u what ur project need

ornate coyote
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I just used wiztree on the repo folder and it seems 40gb of the 200gb is purely git pack files too :'(

shy willow
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yeah most of the size is from git unfortunately

ornate coyote
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Can I just build > clean in the engine sln then build from the project sln?

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Or will that wipe my prerequisites too?

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I guess I could also do git clean but that will certainly wipe prereqs

limpid light
hazy moat
# limpid light This is actually a great tip 🙂 so many useless plugins are enabled (and thus bu...

Still i wish that it could be possible to selective exclude plugins as lot of plugins are highly needed. Personally first plugins i would exclude are AR, Enterprise, Virtual production, VR.... but i have not found a way to exclude those. Everyone should be able to exclude plugins they do not need, or in reverse(only include selected) if it is easier to make by epic, both ways would be good. CLI option support would be preferred as GUI compilers could use those too.

limpid light
hazy moat
limpid light
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This is expected really. If you are building the engine without a project, then you have no way to know what parts of the engine you need since the build needs to work with all types of projects.

If you are only doing this to pre-build for a specific project, I really recommend you save yourself some time.. create a bare-bones C++ project and then customize the uproject file

hazy moat
limpid light
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Have you looked into how Unreal Game Sync builds it? I haven't dug into that yet, its on my list of things to integrate

hazy moat
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i am more going towards graphics areas and i just wish to get new unreal builds for my pleasure, but based on your info seems that .bat files are only good working way. Thats why i hope epic will add more full build options(cli options)

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maybe if there would be full sample project based building .zip somewhere, perhaps then i could build upon that?

limpid light
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I recommend you learning the build graph if you havent already, that seems to be the new way forward. Epic has a new build server tool called Horde, and that is all based on build graphs.
They can still be started from .bat files just fine

hazy moat
limpid light
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I havent found any, but I know multiple people have started using it.

torpid valve
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if you want yo use horde

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you are on your own

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it's changes every day : P

weak plover
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hey im trying to build ue5 from source, but getting a macro not defined error, tried building the ue5-early-access branch and the 5.0.0-early-access-2 tag but getting the same error, am I missing an external dependency?

paper hound
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try the 5.0

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this commit: 7cadd28619d078419ccfa5d782b6c62104b93bb5 build just fine

weak plover
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Thanks will try this branch. Are you able to build ue5-early-access tho?

paper hound
ashen kiln
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Yeah, it's also not possible to provide float parameters into control rig nodes in anim bp anymore. They just reset to default value in control rig, because of new Real type probably.

willow flame
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Anybody getting Perforce Lib Errors in latest 5.0?

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Things like:
UnrealBuildTool : warning : Library 'ThirdParty/Perforce/p4api-2021.2/Lib\Win64\VS2015\Release\libclient.lib' was not resolvable to a file when used in Module 'Perforce', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.

chilly maple
arctic cradle
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This is why I upgraded to a tb ssd as soon as possible.

chilly maple
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ive got my projects on it

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the 1tb one i mean

gilded pecan
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Kingston KC3000 Gen.4 - dirt cheap for 1TB - NVMe M.2, really fast.

arctic cradle
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I was considering a m.2 drive... I just can't be bothered.

chilly maple
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will something happen if i remove the .git folder?

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it takes like 33gb

eager hedge
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yes, you'll be unable to work with git

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you won't be able to pull new commits, switch branches, etc without cloning the repository again.

arctic cradle
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If you've ever built in multiple configurations (debug, debug game, etc) then that willl take a lot of space.

chilly maple
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im just testing the 5.0 nothing more

rancid kelp
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It's weird that have you have compile lightmass by itself, oh well. Takes 30 seconds lol

static copper
supple coral
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We're trying to upgrade a plugin to ue5-main build and we keep getting build errors in the plugin's source code. It works fine with unreal engine early access available(from Epic games client). Is there a workaround to this problem other than manually modifying the plugin code ourselves?

We already went through the entire process of copying over the plugin directory from the early access build to the plugins folder in the source build and tried rebuilding all plugins through UE directly. It then directed us to build the plugins manually through visual studio, which is where those errors are generated. (Errors are directed to the plugin's source code files).

The plugin under question is TimeSynth. We don't know anything about the source code for this plugin so identifying what's causing the error is out of scope for our team.

static copper
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there's a fair chance the changes are pretty straightforward. Does anyone on your team do C++ stuff?

magic wagon
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Does anyone know a working version of UE5-Main? I recompiled the latest version last night and I can't create DataTable anymore.

simple ravine
magic wagon
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For Mass, an ECS plugin

paper hound
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Few persons tried to build the ue5-main over the past few days, they all ended up giving up and reverting to the 5.0 :)

static copper
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at least so far they are like an hour different

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maybe give 5.0 a try?

magic wagon
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Thanks~

paper hound
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Thanks Epic devs

paper hound
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And the high-resolution screenshot memory leak in the EA :)

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But at this point it's not memory leak...it's Niagara falls

torpid valve
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if only blueprints were not ticking by default

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wel

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well

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we all can dream

hazy moat
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commit f253faf - 5.0 runs ok, no crashes. If someone is interested.

rancid kelp
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Holding left click and then pressing delete will give you an Assertion crash when using the "TriSel" (Triangle Selection) in the modeling tools. Just a heads up.

hazy moat
gilded pecan
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@paper hound is Lumen still broken when going away from world origin (0,0,0)?

covert cove
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tell me about the "release" branch on git , is it holding 4.27.2 right now? coz the descriptions says "the release branch always reflects the current official release"

eager hedge
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seeing as that's the message on the last commit, yes.

paper hound
ashen kiln
torpid valve
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?

thin tree
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Why would one want to cook, but not package @lofty idol ?

torpid valve
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hm

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if that;s the case

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you can just package game

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it will create cache

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which then is used by running game from VS

frozen gyro
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is 5.0 branch currently usable/stable enough?

echo ravine
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Compared to what ?

frozen gyro
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compared to ue5-main (it looked like lumen was broken in ue5-main the other day)

echo ravine
solid cypress
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oh nice!

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was expecting it any day now

torpid valve
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what lockdown ?

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don't see anything 😄

subtle knot
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How much space do I need to compile this mofo? 😄 It's at 225GB and keeps climbing

torpid valve
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1TB isa safe bet to have space for at least one project

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including cooking various targets, debug etc

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500GB is absolute minimum

subtle knot
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I was like yea Imma build it on my mac mini as well once the office PC is done, but daaaamn, I got an external NVME popped in

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But I ain't got 400gb free space on it just to compile the engine

limpid light
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oohhh look at that second commit! I think this is exactly the error a person here has been complaining about for months now! sadly I cant remember who it was 😄

crimson granite
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Oh my gosh maybe I can launch the editor now 😂

gilded pecan
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So 2-3 weeks probably for everything to start being #lockdown and then 1-2 months of QA for 5.0 Rocket Launcher

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So April-May at the latest? It will also depend on how many features are left with the "Experimental" tag.

scenic mauve
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What do they use lockdown tag for? I don't understand. Means nobody else should touch the file?

eager hedge
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It means they likely have the branch locked such that only approved changes can be submitted. ie they're in stabilization mode, only allowing certain things through.

scenic mauve
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Awesome!

torpid valve
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but it's going to be lifted

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they are still merging new features

eager hedge
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Not necessarily, they could just be approving new stuff they know they want for release.

gilded pecan
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iniside is looking through the P4 repo, so he is seeing merges we aren't seeing yet.

scenic mauve
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FYI 5.1 can't open StackOBot anymore.

gilded pecan
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Same for Valley of the Ancients and 5.0-source/ue5-main

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I think the NiagaraSimulationStages break the project

willow flame
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Does anybody know if Epic have made any improvements to skinned mesh complex collision for UE5? Especially with the incoming Chaos.

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You can use per-poly collision but for some reason you can't support both a physics asset (simple) and per-poly (complex) at the same time, unlike static meshes.

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And there doesn't really seem to be any reason for it to be setup that way. Would be nice if we could specify lower-poly meshes for the complex collision too, again similar to static meshes.

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Have to add this myself otherwise, and I really cba.

torpid valve
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honestly idk, most chaos work went into core features and optimizations

lofty idol
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does anyone know what is happening with the float and double types?

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thats last version at ue5-main

gilded pecan
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The floats were the friends we made along the way.

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Is anyone here compiling 5.0-source on the AMD ThreadRipper 3995wx? I was curious about full engine rebuild times.

storm lichen
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i wonder if epic will eventually give int32/int64 the treatment they gave float/double, since they clearly have they underlying tech to do this. ive seen people requesting double support constantly for the entire three years that ive been using unreal, yet int64s were silently added a few versions ago, and i haven't even seen much use of them. a single int type that silently sizes up when its being used to store a large number seems like something that epic would do to "smooth out the blueprint experience"

static copper
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FReal is templated based off of an engine macro

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I don't know if int32 vs 64 would be that straightforward

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(at runtime I mean)

eager hedge
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I don't see why they would. int64 is overkill for most uses which is why int32 tends to be used. double, on the other hand, gives better results even at small scales over float - you're not only getting benefits out of it if your game is on a massive scale.

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On the other hand, I would like unsigned support in blueprint but I guess they don't want to confuse designers with more types 😆

storm lichen
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oh hey, just noticed they updated bitmasks to not just helpfully say "Multiple" when more than one tag is selected. noice

static copper
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Neato

hollow orbit
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Is Lumen supposed to be screen-space?

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Whenever I don't have an object on screen the reflections don't show it vaultsweat

strong hull
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@hollow orbit its screenspace when building shaders or not on high aka lumen isnt on and you have ssgi and reflections haha there is also the cases when lumen cards are not on your objects like say you dont have distance fields or its the landscape(till recently) but no its not fully screenspace

hollow orbit
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Ay

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The issue was that the object was a skeletal mesh

strong hull
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ahh

hollow orbit
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Apparently these are a little different, rip

strong hull
hollow orbit
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Thanks!

frozen gyro
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Is anyone else crashing when an animation skeleton is missing and you open the animation to retarget it?

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038

UnrealEditor_Persona!FPersonaAssetFamily::FindCounterpartAssets() [D:\UnrealEngine\UE5Source\Engine\Source\Editor\Persona\Private\PersonaAssetFamily.cpp:442]
UnrealEditor_Persona!FPersonaModule::CreatePersonaToolkit() [D:\UnrealEngine\UE5Source\Engine\Source\Editor\Persona\Private\PersonaModule.cpp:216]
UnrealEditor_AnimationEditor!FAnimationEditor::InitAnimationEditor() [D:\UnrealEngine\UE5Source\Engine\Source\Editor\AnimationEditor\Private\AnimationEd
opaque phoenix
waxen sand
#

Hey friends! I've been struggling to figure out an issue with the 5.0 branch. I pulled it down (from Perforce, in my case), but I'm unable to generate project files. Any time I try, I just get this: ```
Setting up Unreal Engine 5 project files...
Using bundled DotNet SDK
Building UnrealBuildTool...
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: The "CreateAppHost" task failed unexpectedly. [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: System.UnauthorizedAccessException: Access to the path 'D:\UE5\Engine\Source\Programs\UnrealBuildTool\obj\Development\UnrealBuildTool.exe' is denied. [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: at System.IO.FileSystem.CopyFile(String sourceFullPath, String destFullPath, Boolean overwrite) [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: at System.IO.File.Copy(String sourceFileName, String destFileName, Boolean overwrite) [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: at Microsoft.NET.HostModel.AppHost.BinaryUtils.CopyFile(String sourcePath, String destinationPath) [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: at Microsoft.NET.HostModel.AppHost.HostWriter.CreateAppHost(String appHostSourceFilePath, String appHostDestinationFilePath, String appBinaryFilePath, Boolean windowsGraphicalUserInterface, String assemblyToCopyResorcesFrom) [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: at Microsoft.NET.Build.Tasks.CreateAppHost.ExecuteCore() [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: at Microsoft.NET.Build.Tasks.TaskBase.Execute() [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: at Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute() [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]
D:\UE5\Engine\Binaries\ThirdParty\DotNet\Windows\sdk\3.1.403\Sdks\Microsoft.NET.Sdk\targets\Microsoft.NET.Sdk.targets(424,5): error MSB4018: at Microsoft.Build.BackEnd.TaskBuilder.ExecuteInstantiatedTask(ITaskExecutionHost taskExecutionHost, TaskLoggingContext taskLoggingContext, TaskHost taskHost, ItemBucket bucket, TaskExecutionMode howToExecuteTask) [D:\UE5\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj]

GenerateProjectFiles ERROR: UnrealBuildTool failed to compile.

I see the main error as being `Access to the path 'D:\UE5\Engine\Source\Programs\UnrealBuildTool\obj\Development\UnrealBuildTool.exe' is denied.`, but that doesn't make a ton of sense, as that file is ignored by Perforce (so it's not read-only, I've checked), and the program isn't already running either.
#

I am able to build and run the editor using Unreal Game Sync, but anything in-editor that requires UBT seems to fail with this same error (ex. preparing platform SDKs, which needs AutomationTool, which needs UBT). I'm also still unable to generate project files, even after a successful editor build.

#

Has anyone seen this before?

paper hound
# waxen sand Has anyone seen this before?

I got something similar once with a file was still being locked/accessed by git, and to solve it... I restarted the computer, deleted the folder containing the locked files, restarted the computer again, resync with the repo... restarted the computer again...and after relaunched the build (and it worked)

waxen sand
#

Well, that's worth a shot. I'll try it and see what happens. Thanks!

solid cypress
#

Nicer UObject replication APII

paper hound
torpid valve
#

though

#

still waiting

#

for exposing ack/nck to NetSerialize() -;-

#

it would open so much optimization opportunities for Custom net serialized structs

hollow orbit
#

Does anyone know the viable range with double precision

#

i.e. at which point things start breaking up visually

torpid valve
#

unreal have set it to somewhare around 5,629,499,534.21312 kilometers

hollow orbit
#

Huh

#

Getting contradictory info from another blog

torpid valve
#

doesnt matter

#

im looking at engine defines

hollow orbit
#

whats the name?

torpid valve
#

EngineDefines.h

hollow orbit
#

ty

#

UE_LARGE_WORLD_MAX ?

torpid valve
#

UE_LARGE_WORLD_MAX 8796093022208.0

#

that's the current rendering distance

hollow orbit
#

ah you meant UE_DOUBLE_HUGE_DISTANCE

torpid valve
#

it's still somewhat limited

#

by migration process

hollow orbit
#

I see I have to get rid of UE_USE_UE4_WORLD_MAX lol

#

That article mightve been outdated defo was, scratch that

waxen sand
#

No luck fixing my build issue :(

hollow orbit
#

They always cause me issues

waxen sand
#

I'll give it a shot, but I'm concerned because the file in question isn't being managed by Perforce in the first place

limpid light
hollow orbit
#

I suppose anything not double is gonna be fixed by the time UE5 releases for real?

limpid light
#

yes 🙂 I think most things are already covered

hollow orbit
#

awesome, that's one thing i can stop worrying about

#

this year is going to be awesome

crimson granite
#

Latest still has the translation gizmo flying all over the place

#

Why is UE_LARGE_WORLD_MAX only 8 trillion?

#

Shouldn't it be much much larger than that?

#

UE_DOUBLE_HUGE_DISTANCE looks more correct

#

UE_FLOAT_HUGE_DISTANCE is half of UE_OLD_WORLD_MAX

#

Which would make you think UE_LARGE_WORLD_MAX is half of UE_DOUBLE_HUGE_DISTANCE

#

But it's not

gilded pecan
frozen gyro
waxen sand
#

A bit hacky, but it works

static copper
#

Thanks for sharing your solution either way

gilded pecan
#

If the SK are identical, you can change it via the Edit Matrix

frozen gyro
#

that worked thanks!

gilded pecan
#

Oh, and if anyone has problems getting MotionWarp to actually work on the Z-Axis, the good folks at Epic have informed you that Root Motion only gets processed on the Z-Axis when the Character Movement Mode is set to Flying

limpid light
#

This is interesting, and probably the cause for the GPU crash some of us have been reporting.

https://github.com/EpicGames/UnrealEngine/commit/665f790bad5af0ee5a2c05d4c4f1c1198778ad1d

Workaround for GPU crash on NVIDIA Ampere cards when running on Windows 11

The crash is caused by a driver bug with no known expected fix timeline. The only known workaround is to turn off transient memory aliasing.

  • Add GD3D12WorkaroundFlags::bAllowTransientResourceAllocator to automatically turn off memory aliasing on known bad OS/driver/hardware configurations
  • This workaround can be bypassed using '-rdgtransientallocator=1' command line (an existing argument already used in RenderGraphPrivate.cpp)
hollow cedar
#

Hello. Having issues with Setup.command after cloning repo (ue5-main)

#

Tried with zip file also, same result. Installed Mono (supporting Visual Studio) for macOS and still same result.

I’m on MacBook Pro M1 Pro 16, Monterey 12.2

#

It says updating dependencies and then just times out, occasionally it will make progress (last night it made it to 55%) but then says WebException “http … cdn.unreal… .com/“ etc trying to reach this address it timed out

quaint kindle
#

Hello guys, does someone know if they made any update on WorldPartition lately ?

limpid light
hazy moat
#

5.0 - 9e41360 builds and runs ok, just mentioning.

limpid light
#

I built one yesterday and it still had the Lumen issue with shadow-casting point lights not contributing to the Lumen scene 😦

brisk ether
#

darn, last month when I was playing with lumen point lights still destroyed performance as well.

paper hound
brisk ether
#

I realize, mine was a comment in addition.

#

"as well"

paper hound
#

But overall I'm afraid Lumen will not have good performances on lower end pc

limpid light
#

It will be optimized further in the coming point releases

paper hound
#

It is still better than full raytracing

#

and between the EA1, EA2 and 5.0, the performances have improved a lot

#

although that might be because it's currently broken with 5.0 😉

brisk ether
#

I def dont have a low end pc. Ryzen 9 5950x 64GB ddr4 @3600hz RTX 3090, running from nvme2s

paper hound
#

o_O

#

you should be able to run with very good performances then

#

@limpid light didn't you mention an issue with 3XXX series and UE5?

limpid light
#

a GPU crash yes, a combination of Win11+UE5+3XXX. A temp fix was checked in yesterday

#

scroll up a few messages 🙂

torpid valve
#

the 5.0 had (at least on my end) serious performance issues

#

though I haven't investigated

#

with latest commits it seems to be better though

#

I prolly pulled wrong changes, so just keep engine updated as much as you can

paper hound
#

omg, they did again 89 commit over the last few hours

#

dang

limpid light
#

main has even more traffic, they are now merging features there that I guess aren't going in 5.0 🙂

crimson granite
#

Keep in mind this is in-editor. Only one directional light though.

#

Game builds seem to perform slightly better

#

I'm guessing most devs will have just have an "ultra" graphics mode in their game settings that then turns on Lumen.

limpid light
#

Im hoping Lumen will be "medium and above" 🙂 lets see what the perf will be in the shipping 5.0 version

lofty idol
#

You need to reduce both Lumen quality (epic recommends high for 30+ fps for example) and resolution.

#

With TSR you can be a lot more aggressive on reducing res and still have good quality image

#

You can't really evaluate Lumen and Raytracing in vacuum, not anymore with the disproportionately rising pixel costs

gilded pecan
#

It also performs better with Nanite than regular meshes.

#

Do keep in mind that lower resolution + TSR will visibly affect the quality of Ray Traced Reflections. Same goes for DLSS.

torn pumice
#

is anyone else getting random D3D device disconnected crashes on 5.0EA2?

limpid light
limpid light
limpid light
#

then probably just one of the many bugs 🙂 EA2 is around 9 months old now

torn pumice
#

it's since i started using lumen

#

(used traditional ray-tracing before)

limpid light
#

just wait for the final release 🙂

torn pumice
#

i don't really use it for games anyway, i just like the way the engine handles lighting as well as nanite. i use it for digital art.

#

like with what i am working on atm

jovial charm
#

When I redownload newer UE5 source and hit Build again, will it compile only changed files faster or take few hours again?

paper hound
#

Also don't forget to run the bat files

lofty idol
#

one day they'll fix the large world problems with nanite too... one day... 😄

gilded pecan
#

Lumen looks noisier by the day. It will be interesting to see what they finally ship in 5.0

#

Everything maxed out in the PostProcess volume / Project Settings

#

Haven't gotten into Cvars. TAA was off here, 4 samples per light, RTX3080.

lofty idol
#

lumen is supposed to be noisy when taa is off though

gilded pecan
#

When building the engine with VS2022, do I need to modify something to use all 32 logical threads? This is what I'm seeing and I remember that there were talks about this before.

#

4>Determining max actions to execute in parallel (16 physical cores, 32 logical cores)
4> Executing up to 16 processes, one per physical core
4>Building 5736 actions with 16 processes...

hazy moat
unique turret
#

hey guys this is popping up whenever i try to open a level in the editor which causes the engine to crash,any ideas how to fix it?

Assertion failed: !IsGarbageCollecting() [File:D:/build/++UE5/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 2359] Unable to create new object: MaterialInstanceDynamic None.None:None.VREditorDockableWindow_0.WidgetComponent.None. Creating UObjects while Collecting Garbage is not allowed!

i created another project and test if that would happen in it but no it seems to be project specific

hazy moat
#

@limpid light and thanks for pointing out that there are no point light lumen scene contribution... in my test scene i saw something was little strange but i forgot to check lumen status as overall working condition was quite ok.

limpid light
paper hound
#

i've build git 5.0 branch with commit c2f8097eb3144589927548df2af3ae26798b0924

#

and yeah I can confirm point lights now contribute to the lumen scene with or without shadow

#

same for volume fog and spot lights

#

However, having a landscape in a scene break the lumen scene now

#

So be careful with that 🙂

hazy moat
hazy moat
#

Tried that already and still triggered heap, tried gigantic pagefiles, still same and BuildConfiguration.xml works miracles for me, after this goodbye pagefile for me personally.

rancid kelp
#

did you try msconfig way? idk if that even works.

#

msconfig/boot/advancedoptions

quaint kindle
#

Hello guys

#

Decide today to check what new in the UE5-main. downloaded compile it. I want to create a new project. got this error.

#

and I hear that they want to release it withing a month 😛 ho well lol

strong hull
#

Main includes stuff not ready yet use 5.0 branch if you want stability

gritty venture
#

Hey, a while back I upgraded my project from 4.27 to the 5.0 EA source build from GitHub. I was wondering if I'll have any trouble upgrading when it comes out of early access?

gritty venture
#

i had to make a few small engine hacks for it to even work

#

which allowed me to resave all the assets that were having issues

#

so there's no going from 5ea to 5.0?

strong hull
frosty anvil
#

Hi guys, Does anyone here have any knowledge about building a project for Linux on a Windows machine. When i go to platforms -> Platforms with no compiled support -> LinuxAArch64 It gives me no option to install the SDK. What am i missing here? 😛 - My initial guess, is that there isn't a cross compiling toolchain for UE5 yet?

SOLVED: For anyone who's looking for the same. I eventually just tried the toolset for cross compiling, even though the documentation didn't show any version for UE5 i just downloaded 4.27 version Toolchain V19, and that did the trick.

thin marlin
#

hi, I am trying to compile UE5 from source, but does someone knows how to tweak "Requested 1.5 GB free memory per action"? it limits a lot the number of cores used to compile, so is there a way to change it to maybe 1 GB ?

paper hound
#

But joke aside, once compiled UE5 needs a lot of memory. So if you don't have enough just to compile, you will have a hard time to just run unreal.

twin snow
#

there's a pinned message that says what to do

thin marlin
static copper
#

kudos for looking around first

swift kayak
obtuse apex
#

og

paper hound
swift kayak
#

Also has issues from 4.26 to 5.0

paper hound
#

maybe cause they didn't put the tools for converting it atm.

swift kayak
#

Yeah i think so too

paper hound
#

I mean the 5.0 isn't released yet, so no need to do that atm

swift kayak
#

Ea2 is miles behind it

paper hound
#

indeed, but I rather have my artists using the EA2, rather than explain them how to compile 5.0 XD

swift kayak
#

Ton of fixes in 5.0 vs ea2 , so i feel more comfortable there atleast 😅

#

Yeah thats true, i wonder how my co-worker will manage... 😂

paper hound
#

atm Lumen is still broken for me in the 5.0

#

so i'm not migrating to the 5.0 until it's fixed

swift kayak
#

Yeah im expecting quite a few bugs really

rancid kelp
#

It's been about 2 weeks sense I updated my engine.. Anything new broken? I was about to compile the latest commit

paper hound
#

Lumen is better since two weeks, they fixed lots of small issues

#

but a new issues now break lumen with landscape 😄

rancid kelp
#

Lumen updates like the fading black on the edges when moving?

#

lol

#

awesome tho. i dont use landscapes 🙂 so ill compile then! thank you

paper hound
#

But yeah all the issue about Lumen I reported over the past few weeks are fixed

#

except for the landscape 🙂

#

(what i do in that video, is that I delete the landscape... you can see the difference it does with no landscape:))

rancid kelp
#

Oh yikes 😮

paper hound
#

you said you don; t have landscape, so problem solved 😄

#

I've build that commit:

#

c2f8097eb3144589927548df2af3ae26798b0924

#

but for once in a long time, they've comited during the weekend

#

almost sounds like they try to finish something on time 😉

rancid kelp
#

I use planes built in 3ds max so i can nanite them with 4 - 8k textures for landscapes

paper hound
#

wow that's some heavy duty haha

#

How big are your 8k textures?

rancid kelp
#

each 4 x 4 is around 800 mb

paper hound
#

oof

#

can't you use the same logic than what they do for lanscape ?

#

like you can have a texture with 4 colors channel that is about 2k...

rancid kelp
#

that seems a bit better, ill take a look most of my texture are just megascans anyways.

paper hound
#

that texture is simply IDs to show where to have trimming textures

#

if you need more than 4

#

you can always use the first 3 as ID, and the 4th one as a transparent layer to take more ids on a second textures

rancid kelp
#

Ill give this a shot after i am done with this compile 🙂 thanks for the ideas. this might save some vram and computing power lol

paper hound
#

also it's not an issue to have a very low quality "id texture", cause it will simply blur out the transitions on your texutre

#

and what I just described, is really the way the unity terrain works, without using 8k textures

#

...well unity can't run with a 4k textures...so 8k 😄

rancid kelp
#

@paper hound where do you report bugs?

#

This is a bug i found

paper hound
rancid kelp
#

just like that? alright 🙂

paper hound
#

:p

opaque phoenix
#

behavior tree move to seems to be broken. It does not take any object references apart from self actor

nocturne ice
old cove
#

Hi, if install UE 5.0 from github then can I migrate my 4.27 project to 5.0? Because ea2 does not support 4.27. I’m wondering if 5.0 branch supports the migration of 4.27 project. Thanks

old cove
#

Thanks!

swift kayak
paper hound
#

Compiling from GitHub is also a heavy procedure

swift kayak
#

"Bugged out" -> a few bones got misplaced

paper hound
# old cove Thanks!

Make sure you have a lot of time free in front of you, cause compiling unreal 5.0 is a good 5 hours for most of the people

swift kayak
#

I compiled it 3 times in a row for good measure

#

😅

#

Was to quick with my butterfingers

#

Was painfull to watch

nocturne ice
swift kayak
gilded pecan
#

The jump from the 5950X to the 3975WX has been quite disappointing, considering the price difference. Goes to show what a beast Zen3 is.

#

Compiling against projects is at least 20-40% faster, so if you want to use 5.0-source against an existing project, compile against it.

rancid kelp
# gilded pecan Show us!

No need to. just convert a heightmap to static mesh and apply materials from any mapping utility. this is it.

hallow sparrow
#

I have this strange issue with materials on my procedural mesh. When I press Save All in the editor, the editor crashes due to what appears to a problem with my materials being destroyed. I tried using TObjectPtr to keep that from happening, but it hasn't helped and I think its related to the parent material of my material being destroyed. The parent materials come from a blueprint collection and when I create my materials I create UMaterialInstanceDynamic and use the material in the blueprint as the parent..... Any thoughts on how I might try to solve this?

hazy moat
hazy moat
#

For me it is actually confusing little why everyone recommends increasing pagefile(for low memory people) if it has chance to still not work. My friend who is a programmer with 3950x and with 32GB ram too had heap overflow issues and pagefile increase only worked 50/50 and heap out of space issue still haunted, after starting to use BuildConfiguration.xml with ParallelExecutor tuning then heap errors was finally forgotten. Compilation is a slower, but so well worth and always success(full engine build between some 1.8 - 2.3 hours on my own 3700x.

#

Is VS2019 itself weird and could not detect memory limits?

#

@paper hound hello, you keep checking commits and build 5.0 often? please if you detect landscape and lumen scene fixed commit then please let other know here too 😉

fluid star
#

does any1 have a problem with compiling latest UE5-Release: error C2065: 'LARGE_WORLD_COORDINATES': undeclared identifier ?

paper hound
gilded pecan
limpid light
#

I also saw some work being done in ue5-main for a new Niagara raster pipeline?

paper hound
#

I have a strange issue with the latest version of UE 5 (c2f8097eb3144589927548df2af3ae26798b0924)

#

Everytime I restart UE5

#

It compile 500 shaders

limpid light
#

That sounds like a feature Seb, everyone loves compiling shaders!

crimson granite
#

Error: Failed to create PipelineState with hash

#

Lovely haha

paper hound
#

it's a bit hash

crimson granite
#

Yeah it crashes the editor every time

#

hmm

#

Looks like it has to do with a render target

#

But I don't use one

#

Down the rabbit hole I go again 🙂

paper hound
#

dang everytime it recompile... and the worst part is that it stay stuck at 50 shaders left

#

there is no way to see precisely what shader UE is compiling?

onyx root
#

I have a question.

My environment is using UE5 and Rider for Unreal Engine.

There is no error during the build. But there's always this error.

limpid light
onyx root
#

I'm currently using 2021.2 I'll update it to the latest version.

limpid light
onyx root
#

unmmm

limpid light
#

ok that should work, then your problem is probably an incorrect .NET Framework. Make sure to go over your installed components and what UE5 requires

onyx root
#

yes

#

Can I add a rider?

limpid light
#

not sure what setting you are looking at there, but Im assuming its the compiler? That wont change. But you can set Rider as the default editor for a project yes.
Did you install the RiderLink plugin to the game folder (installing to Engine is broken) ?

#

There is also a "Rider integration" plugin, so enable that if you havent

onyx root
#

Did you install the RiderLink plugin to the game folder (installing to Engine is broken) ?

YES i am not install rider link in engine

#

Is "Rider integration" this?

#

There is no "Rider" in the Accessors.

limpid light
#

I have both of these

#

Also notice your plugin has a warning on it, that yellow exclamation mark. Check what that is

limpid light
#

I think the other plugin I have is what you are looking for, thats the one that allows you to pick Rider as the source editor

#

RiderSourceCodeAccess is a plugin for Unreal Engine, available through Marketplace page that will add an option to select "Rider for Unreal Engine" as your source code editor in Unreal Editor.

onyx root
#

also I am using a translator because my English is poor.

limpid light
#

Ah didnt know you were on EA version, this channel is for discussion newer version built from source. I'm sorry but I havent used the EA version since last summer and dont remember how well it worked with Rider 🙂

static copper
#

Most people here recommend just building 5.0 from GitHub source

#

Early Access is fairly old now

onyx root
#

ohhhhh

limpid light
#

@onyx root as you can see, my UE5 has Rider listed

static copper
#

Not sure if that is the solution to this problem in particular but you may as well give it a try

onyx root
#

ok

#

i'll try it

#

thx for help

static copper
#

Just a tip: build from your game project and not the engine solution itself

#

Much faster that way

onyx root
#

not use .sln?

#

use .uproject?

echo ravine
#

Use the sln generated from your uproject, yes, assuming C++ project

onyx root
#

umm..?

#

I know that it is not desirable to use UE5 version. But I want to use UE5 because I am curious rather than using UE4.xx version.

Anyway, I tried to find 5.0 instead of 5.0EA through googling. All I know now is that 5.0 Early Access 2 is listed on Github Unreal Engine Source. What should I do?

echo ravine
#

Want neither of those? 4.27 is right there

#

In case that's unclear, "5.0 Early Access 2" is the 9 months old build and "5.0" is the current stable branch of UE5

limpid light
#

Look at the pinned message for a video how to compile 5.0 branch if you still want to go that way

onyx root
#

I just saw the video in the fixed message.

#

thx

toxic echo
#

hi ...
is it possible to compile ue5 with vs 2022 or have to use 2019?

chrome ingot
#

you can use either

grand epoch
#

Hey, I've got a couple of (probably basic) questions I was hoping someone could help me out with:

  1. Is there a way to bypass having to press "Yes" each time for plugins that were originally made for an earlier version of the engine (i.e., The "The 'X' plugin was designed for build 4.26.0. Attempt to load it anyway?" message)?

  2. I've upgraded to Visual Studio 2022, but in the solution explorer my project says: "ProjectName (Visual Studio 2019)". I can't seem to find a way to force it to update to 2022 (I even tried uninstalling 2019). Any thoughts?

#

Awesome, thanks for being omnipotent! I'll just leave the visual studio thing, I just wanted to make sure it was using 2022.

echo ravine
#

Clean 2022 support might be a source build thing

#

With 5EA being older than 2022

grand epoch
#

Well, I'm using 5.0

#

Sorry, slight follow-up, when you say build the project, do you mean build from VS or like package from the editor? Because I have been building from VS but the plugin message remains.

#

Weird, they should just be installed to the project.

#

They're in a folder labelled "Plugins" inside my project folder, and they all work and show up properly.

#

Ah, I just ended up changing the engine version in the .uplugin to 5.0.0 and that solved the message piece. Thanks for talking through it!

gilded pecan
#

Lumen is still broken past 1.3km @paper hound did you send in this bug to them?

toxic echo
#

hi ...
i want to compile datasmith plugin for 3dsmax ...
so, how can i add 3dsmax sdk to visual studio project?

limpid light
fierce pasture
#

Anyone else running into issues with UE5 failing to find VS toolchain properly in new versions?

We use AutoSDK on all our build agents. Literally the only thing installed is DirectX and the Horde Agent.

We recently pulled a new UE5 dump from source and are no longer able to run our builds with just AutoSDK.

WARNING: Error while enumerating Visual Studio toolchains
WARNING: Assuming no compilation capability for NET Framework projects.
...
BUILD FAILED: You are attempting to compile on a machine that does not have a supported compiler!

If we install VS on the machines it's fine, but we didn't used to have to have it on there, AutoSDK was enough.

Currently digging through the source code to see what's changed but it's a lot. 😦

umbral sedge
#

Big Strata core update

rancid kelp
#

Is this what i think it is? A system to handle materials for Nanite properly?

echo ravine
rancid kelp
#

thats still awsome tho!

fierce pasture
hearty knot
#
3>D:\Development\UE_5.0\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCacheStoreHierarchy.cpp(740): Error C2672 : 'Invoke': no matching overloaded function found

3>D:\Development\UE_5.0\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCacheStoreHierarchy.cpp(740): Error C2893 : Failed to specialize function template 'unknown-type Invoke(FuncType &&,ArgTypes &&...)'

Can anyone help

rancid kelp
#

yupp

#

you cant fix that

#

you need to find the commit that is changing this ```

C:\UnrealEngine\UE_5_215\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCacheStoreHierarchy.cpp(634): note: while compiling class template member function 'void UE::DerivedData::FCacheStoreHierarchy::TGetBatchUE::DerivedData::FCacheStoreHierarchy::FCacheRecordBatchParams::DispatchRequests(void)'
4>C:\UnrealEngine\UE_5_215\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCacheStoreHierarchy.cpp(629): note: see reference to function template instantiation 'void UE::DerivedData::FCacheStoreHierarchy::TGetBatchUE::DerivedData::FCacheStoreHierarchy::FCacheRecordBatchParams::DispatchRequests(void)' being compiled
4>C:\UnrealEngine\UE_5_215\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCacheStoreHierarchy.cpp(622): note: while compiling class template member function 'void UE::DerivedData::FCacheStoreHierarchy::TGetBatchUE::DerivedData::FCacheStoreHierarchy::FCacheRecordBatchParams::Begin(const UE::DerivedData::FCacheStoreHierarchy &,TArrayView<const UE::DerivedData::FCacheGetRequest,int32>,UE::DerivedData::IRequestOwner &,TUniqueFunction<void (UE::DerivedData::FCacheGetResponse &&)> &&)'
4>C:\UnrealEngine\UE_5_215\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCacheStoreHierarchy.cpp(858): note: see reference to function template instantiation 'void UE::DerivedData::FCacheStoreHierarchy::TGetBatchUE::DerivedData::FCacheStoreHierarchy::FCacheRecordBatchParams::Begin(const UE::DerivedData::FCacheStoreHierarchy &,TArrayView<const UE::DerivedData::FCacheGetRequest,int32>,UE::DerivedData::IRequestOwner &,TUniqueFunction<void (UE::DerivedData::FCacheGetResponse &&)> &&)' being compiled

#

that's the commit that breaks it i believe. testing right now

hearty knot
rancid kelp
#

please let me know how you did it!

#

there was a commit that could potentially fix one of my crashing issues.

hearty knot
rancid kelp
#

nicely done!

#

@hearty knot make sure to post this fix on the commit itself, this worked for me as well 🙂

chrome ingot
#

which branch has this error? I just compiled 5.0 without issue

hearty knot
#

well for me it was a error, idk why

chrome ingot
#

are you using 2022 or 2019?

hearty knot
#

none
I use rider

chrome ingot
#

hmm.. someone else has the issue in #ue4-general , but no issues here with 2022

rancid kelp
#

I use 2022

#

i had the error

#

so this might be the issue?

hearty knot
#

well as long as now it's working, I don't think it matters now lol.

rancid kelp
#

Oh for sure 🙂 I am happy

limpid light
rancid kelp
#

yay! i'm so glad this one did not error

soft vortex
#

Whats happened to floats?

#

Everything are Reals now

chrome ingot
#

yes?

opaque phoenix
#

any chances of niagara finally coming to android soon? So much more user friendly.

hearty knot
toxic echo
#

does anyone have experienced with compiling datasmith plugins?
i want to compile that for 3dsmax 2022 ...
but i don't know how to add max sdk on vs ue project ?¿

gilded pecan
#

Looking back through commit history, the last few weeks have seen more "fixes" than the last few months.

#

Getting closer to a proper QA'd release 🙂

balmy tulip
#

Hopefully its soon!

#

I wanna go back to binary. Lmao

gilded pecan
#

A few months of a QA'd binary would be nice.

#

Up until dev team starts getting creative and decide we need a custom engine.

storm lichen
#

Just casually drop 64 hundred lines of code

stone surge
#

Forgive my ignorance, I'm new to trying to do something like port a project over, so the errors I'm getting don't make sense to me and I'm unsure where things are going wrong.
I built UE5 from source and confirmed everything worked by generated a new Third Person project and making a full build.
I then opened our 4.27 project and let the editor generate a copy of it for UE5
The build loads (I had to fix a line in AdvancedSteamSessions) in Editor and I can run it through the editor.
When I try to build either via the Editor or Visual Studio I get a host of build errors which I'm not sure how to resolve.

#

I noticed that it states Visual Studio 2019 14... toolchain when building, though I did install and run this in Visual Studio 2022. I haven't looked into that as I don't know yet if that's part of any potential issue or not to resolve.

stone surge
#

I'm wondering if this is because when Unreal generates a new project it appends the folder name with 5.0 adding a space into the file path which is causing the parser to think that there are multiple arguments. I'd expect that this would have already been raised, but I'm going to test it out.

#

Changing the folder name to remove the space looks like it's fixed it. The build didn't error out at the start and is progressing nicely now.

gilded pecan
#

4.27 is not compatible with UE5 as of right now

#

you can go 4.26 -> UE5EA2 and 4.27 -> UE5.0 (final release) once it is done and they've added the conversion stuff to it. 5.0-source has no support for this right now.

#

Make your project in 5.0EA2 and then open it in source

echo ravine
stone surge
#

I took the project from 4.27 > 5.0

echo ravine
#

It's been compatible with 4.27 since like july

#

5.0 being the 5.0 branch

#

Not the EA2 release

stone surge
#

Yup, that's what I'm building from the 5.0 branch. The build is still progressing and looks like I resolved the errors.

echo ravine
#

There are a few roadblocks between EA2 and 5.0, things like Slate slots etc but mostly works

#

And like - you prolly don't need GeometryCollectionEngine etc

pastel cedar
#

not sure if I already asked - I have a compiled build of 5 and, naturally, its huuuge. Now its built is there anything I can safely delete without crying tears of shame in 10 minutes

#

thanks man

karmic gazelle
karmic gazelle
# hearty knot visual studio 2022.

I have no problem compiling the original code with MSVC 14.30.30709 from VS 2022, which is why I was wondering if you could share the exact toolchain version that you are using. I don't want to blindly submit a fix to a compile error that shouldn't be happening and that I can't reproduce, but I don't want to ignore the problem either.

hearty knot
#

I seem to have same as the one u r using.

karmic gazelle
#

Thanks for checking the version. I'm very confused about how that would be failing to compile for you then. I've checked it with multiple versions of MSVC as well as on Mac and Linux.

hearty knot
limpid light
static copper
#

we don't do std around here pitchfork_torch

#

except for atomic

eager hedge
#

and like one or two type traits templates
I don't remember which ones.

torpid valve
#

unordered map is used only in third part libs

#

like most of std : P

#

some parts of std might be better

#

but

#

there is no AAA engine which does not use cutom library, either reimplementing std api

#

or straight creating fuully cuustom

#

no

#

Uunsync

#

is on githuub

#

third party binary patching library

#

ok

#

i m owned : D

opaque phoenix
#

why is 4.27 getting commits all of a sudden?

static copper
#

I think it's fair to think of it as some kind of LTS version at this point

#

not making it for 5.0? oh well

opaque phoenix
#

seems to be mostly chaos stuff

gilded pecan
#

Probably backporting fixes from 5.0 or for upgrade compatibility reasons.

echo ravine
#

Probably not really since 4.26 etc will still work

#

The compatibility part, I mean.

gilded pecan
#

🤷🏻

echo ravine
#

It's specifically the 4.27-chaos branch that got updated and as you first guessed it's just fixes

gilded pecan
#

That must mean Chaos 5.0 is pretty much feature locked at this point.

strong agate
#

I believe that only the simulation default values are going to be changed now. There is a thread on twitter and with a couple of changes you can get better results than PhysX

limpid light
#

uh Im confused?

#

its in 5.0 branch

#

Its the one I linked, it literally says 5.0 branch

#

51745bb52d7afb93dd39639cb1f5279f56731781

#

its 225dfaf6497e3ad70c3394d23f8e556250025f9c in main branch

#

yeah

#

fewer and fewer checkins in 5.0 now though, seems a lot of devs have moved to working in the main branch. This is a good thing 🙂

#

there are quite a few, cleaning up unused things, lost of minor polishing things

#

Im not aware of any "green builds" yet though

#

yeah me too 🙂 I wonder if GDC will be preview1, or if they are just going to announce 5.0 with big fanfare and then shortly after do 5.0.1 etc

lofty idol
torpid valve
#

I would assume preview 1 or sth

limpid light
#

Exceedingly Ancient

lofty idol
#

There's still a bigger cost just to add collision to the scene in chaos

strong agate
lofty idol
#

Ah, gotcha. Makes sense since the first chaos demo was about destruction, not general physics.

autumn axle
# strong agate Well, although I didn't see any recent performance comparisons (the last one I s...

If you're referring to the thread I posted on Twitter earlier - performance-wise I managed to get it quite similar to Physx for the most part in a very unscientific test scene with low-ish numbers of interacting pieces. But there can be some instances where pieces are piled on top of each other bouncing up and down in an unresolved state and it can completely drain the game thread if you don't address it (cluster fracture method pieces are the worst offender here). Currently the only way I found to make sure that it doesn't get stuck is using higher linear and angular sleep thresholds in the physical material. There's also more of a perf hit than Physx (I think) when simulating a bunch of objects all near/colliding with each other.

I think there is still some optimisation to go on it, but it seems quite useable now compared to EA. And the sim accuracy for destruction is way better and the characteristics are much more controllable than Apex, however it's more involved to set up.

full depot
#

Actually, in my tests, on a 10700K, I get slowdowns on EA2 when more than 500 collisions primitives are awake simultaneously (like, take a cube with simulate physics, add 500 more static meshes with one convex, and let it fall on the floor)

#

Has such things gotten better now ? can I expect to go higher than 500 convex in 5.0 ? (also, if you guys know what parameters of the sim I need to tweak to increase the amount of convex that I can have moving at once, I'm interested)

autumn axle
# full depot Actually, in my tests, on a 10700K, I get slowdowns on EA2 when more than 500 co...

Here is the thread about my findings and settings, as they relate specifically to the posted clip: https://twitter.com/lucengame/status/1493816230838677504

Convex performance in this scenario is decent, but the key is getting them to sleep.
**note that a few of the settings I mention may not actually do anything, as I think I missed some Physx only ones

Been busy, but I'm back to share a bit on my settings and experience with Chaos in UE5! This clip is where I got it to, and will pick it back up at some point in the future when I am more confident it won't change much before release.

A thread: 1/? https://t.co/aYnmvR3v1d

Likes

230

▶ Play video
#

I'm gonna do your 500 convex test now in the same commit of main. Were you using single threaded or task graph (if those settings were avail then)?

full depot
#

Don;t remember

#

but the way I had it was to attach in the world ouliner the 500 convex to one big flat plate. Set the 500 convex to have collision, and the plate to simulate physics. It should consider the 500 convec to be welded together

autumn axle
#

ah yep

full depot
#

Interestingly, the framerate was smooth if the sim resulted in pure translation (like falling under gravity with no obstacles). But as soon as the falling plate+500convex had some rotation speed, the framerate went to like 3fps

#

I remember vaguely that I tried to monkey around the chaos settings available in EA2, but nothing really bumped the framerate

autumn axle
#

What kind of shape did you use? Just cube?

full depot
#

The plate was a scaled cube

#

The meshes were nanite stuff from bridge, with auto convex, which I ensured would only have a single appropriate convex

#

(and, nanite wasn't the show-stopper, disable collisions on these and the framerate was buttersmooth)

full depot
#

I can probably recreate my setup and send it to you if you're interested

#

along with precise performance numbers for EA2

autumn axle
#

Cool I will grab some platonic solids from houdini and test it out.

autumn axle
#

In the meantime I'll try it in my current scene

#

Actually perf seems actually remarkably close between the chips - single threaded better on the 10700k, and multi better on the 7900x - but not that big a gap on either

full depot
#

I think I'd put any performance difference on the progress since EA rather than the difference on the CPU

autumn axle
#

yeah

autumn axle
full depot
#

@autumn axle Sorry I was busy with creating the example for you 🙂 Here it is with the perf i get on EA2

full depot
autumn axle
#

it's on main

full depot
#

Oh

autumn axle
#

a commit from feb 9

full depot
#

Oh

#

Can you try with like... 1500 convex ?

autumn axle
#

sure

full depot
#

Or maybe let me know what the project I uploaded above gitves you

autumn axle
#

i'll try your scene too. Which cvar is that line graph?

full depot
#

That's the console cmmand stat unitgraph

#

a very useful one

autumn axle
#

ah thank you

full depot
#

(And actually, I think the number of 500 convex wasn't the count at which we kill the framerate, I probably noted "never go above 500" to be conservative and still hit a 60fps target)

autumn axle
#

does simulating in editor window give you accurate performance? there's like 10ms+ added for me always, including to game thread

full depot
#

I think it depends on what you do, I would assume that the render and physics code performs similarly in editor and shipping builds. But things like BP or touching actor hierarchy is probably slower.

#

We can try on development packaged if you want. but the graph won't be there on shipping builds

autumn axle
#

oh for sure - but i was using game thread before as an indicator of physics perf, usually testing in standalone removes the noise compared to editor window

#

packaging doesnt seem needed

#

Can't use stat chaos because it adds a performance cost too 😂

full depot
#

Well it could point us to what exactly gets costly. The problem isn't much how much performance we loose, it's more that on a part of the sim, it runs much worse than otherwise

static copper
autumn axle
static copper
#

It's got a button in the editor finally

#

I hated digging for the exe

autumn axle
#

yeah I had some build errors the other day on it due to a missing dependency and forgot to actually build it after fixing them

autumn axle
#

easier to see the impact in standalone

full depot
#

I cna give you my stats in standalone no worries

autumn axle
#

thanks!

#

haha well standalone just locked up using 'set simulate physics' in that scene with 5k convex - seems that initialisation of physics has some insane exponentially scaling cost

#

will try it with waking

full depot
#

Go progressively there

#

I think getting 1.5K convex to work is already something

#

Here's my perf in packaged BTW

#

How does my scene performs on your main build ?

autumn axle
#

around 8~ms peak

full depot
#

is that 5K convex ?

#

ah no it's the same

autumn axle
#

no this is the scene you sent without changes

full depot
#

yup I got confused sorry

autumn axle
#

trying more now (going more progressive tho)

full depot
#

Ok

#

But still, very encouraging results. You seem to perform much better

#

Like, 3xbetter

autumn axle
#

yeah i think they have done some significant optimisation work

full depot
#

your recording above, is that out-of-the box or did you tweak the sim parameters ?

autumn axle
#

out of the box

full depot
#

Then they've done great optimisation, for sure

autumn axle
#

btw how are you activating your physics to be able to delay it?

full depot
#

What do you mean?

autumn axle
#

Also make sure your editor is minimised and not behind it in any tests if you havent 😉

full depot
#

yup

autumn axle
#

or just recording as soon as it opens at the nominal res?

full depot
#

BTW be careful, I also started hitting an upper floor with around 5K meshes (in the editor). Even without collisons, moving them attached to the plate, the framerates chokes.

autumn axle
#

yup hahah

#

nanite would help here

#

or is it on?

full depot
#

It is

autumn axle
#

RIP

full depot
#

I think it's the transforms update

autumn axle
#

yeah seems like

full depot
#

like, it gets a lot

full depot
#

andthe game thread peaks at like 12-13ms. Impressive

#

Like it's still GPU-bound

autumn axle
full depot
#

It gets insane

autumn axle
#

but yeah it's performing quite consistently

#

pretty decent

full depot
#

That's the thing, nanite or not, the CPU still has to send the transform updates

#

yes, more than decent even

autumn axle
#

now the same scene with physx.. THAT is gonna be a good comparison

full depot
#

Ahhhhh yes !

#

very curious

autumn axle
#

I'll open it with my ue5 physx build 😉

full depot
#

Try with few convex at first. Like the 2608

autumn axle
#

yup!

#

Also I'm also really curious about how much tweaking settings will change the perf

full depot
#

As I said, I monkeyed around the settings the other day, and only got marginal improvements. The physics delta time gave me uneven frame time ( the unitgraph was choppy), and the solver iterations (for which I had great hopes) didn't do anything noticeable

#

but, curious to see if you get better tweaking

autumn axle
#

I'll give it a shot, after running the physx tests

full depot
#

interesting, cause that points at the optimisations/ costs not being that much in the solver, but more in the way UE5 interfaces with it

#

like how efficiently it provides the physics scene and how it marshall the results

autumn axle
#

thats a good observation

#

testing the others now

#

4162 is not wanting to launch though 😄

full depot
#

I had some crashes as well, something "broadphase" that crashed

#

not sure if that's in UE or Chaos tho

autumn axle
#

broadphase is chaos

#

i havent actually played with or learned about those settings yet though

full depot
#

Why do you have some meshes getting in the ground ? do you have more than 2608 meshes?

autumn axle
#

wait

#

that's really strange actually

#

considering i just copy pasted them

#

ah you know what - i think im actually just stupid

#

one sec

full depot
#

also, the graph of both 2608 sasy phyx is faster

#

like by a couple ms

#

if you just put them side by side when the convexes are almost immobilized

autumn axle
#

yeah but prob not relevant since those collisions prob werent calculated right

#

need to test somethin

full depot
#

ok

autumn axle
#

the collision must have screwed up copy/pasting from 5.1 to EA

#

but that tells us something important i think

#

which is that the game thread is probably almost entirely down to the cost of updating transforms 😂

full depot
#

*draw thread

#

or ?

autumn axle
#

but why would the game thread be up if it's still only calculating the original 1201 collisions - the rest of the convex collisions were not working because the settings didn't copy properly from the other project

#

so it's off but the parent is still transforming its children

full depot
#

Like I'm sure that if you disable collisions of all convex, the falling plate will still put the draw thread to 20ms

autumn axle
#

right

#

but game thread is not draw bound right? Yet that still rises too

full depot
#

I just did the test on 1200 convex on my EA2:

  • everything on: 8ms draw thread time
  • no collision: 8ms
  • nothing moving(plate does not simulate physics): 4ms
#

so yeah, it seams that the draw thread takes time for the tranform update, and the game thread gets hit by physics

full depot
autumn axle
#

yeah sorry what I should have said is - more collision objects seems to != too much more game thread time (in this test). If you have 4000 of the convex meshes, and disable collision on all but 1200, game thread should be similar

#

compared to all 4000 having collision on

#

which is what we were testing for initially

full depot
#

ah yeah

#

meaning the collision calculation is not much compared to the draw cost

autumn axle
#

yeah

#

but game thread is what matters for the physics, and with/without the collision on it's not much different

#

so the amount of convex colliders in this instance isn't really affecting the physics sim time

hazy moat
#

anyone built5.0 today? is lumen vs landscape thing fixed?

fierce pasture
#

I am curious what arguments everyone uses when compiling the editor and game targets for both iterative and full builds.

I haven't been able to find much from Epic on this.

Their most recent BuildGraph examples from UE5 suggest adding:

  • Tools: -AllModules -DisableUnity -NoDebugInfo -2019 -Strict -WarningsAsErrors
  • Editor: -AllModules -DisableUnity -NoDebugInfo -2019 -Strict -WarningsAsErrors
  • Game targets: -NoDebugInfo -WarningsAsErrors

Only when doing iterative builds though. Full builds drop all those arguments.

Curious what everyone else does.

obsidian axle
#

Hello, new to building from source.
I'm using VS22 to build, since it says incompatible with vs2019 now.

Is there any way for it to build faster? It takes overnight take any significant progress.

fierce pasture
obsidian axle
#

I've forked and cloned the repo
I've generated the project files,
Now I build UE5 within visual studio, right?

This step is where it takes forever.

#

Like 10+ hours

vale hill
#

Getting the following:

#

C:\UE5\Engine\Source\Runtime\Core\Public\Templates\Tuple.h(586): error C2338: TTupleIndex instantiated with a tuple which does not contain the type

#

When compiling a plugin for UE5... much thanks for any ideas on how to resolve

#

The plugin does not appear to be using TTuple, at least not directly

limpid light
# obsidian axle Like 10+ hours

Make sure you have the source on an SSD, plenty of RAM (32GB or more preferrably) and a CPU with plenty of cores. Mine builds in around 50 minutes.

obsidian axle
#

Alrighty, 2nd question!
How do I prevent build failure?
Last time I reached FAggregatedIP is not a member if UIpNetDriver when trying to build

vale hill
obsidian axle
#

Just did a hard restart of my PC, here. And shut off pretty much every other service, and it's going at a reasonable pace now.

@siggi thank you for letting me know the suggested specs. This is my work rig so it's limited unfortunately but I'll get there in time lol

fierce pasture
#

For the compile stage, more cores equals more better. More cores is actually better than higher frequency cores.

hazy moat
#

@limpid light thank you. So much commits listed and i myself overlooked misc area.... firing up compiler....

limpid light
tough siren
#

so is "ue5-early-release" the best ue5 source that is stable or is "5.0" what I want?

#

why does it say this

chrome ingot
#

because EA is EA and 5.0 is not

#

it says stable early access

#

doesnt say stable preview or test or etc...

tough siren
#

I just want the #1 stable release to develop my game

chrome ingot
#

there is none

#

4.27 is going to be your best bet for learning and doing

tough siren
#

this is what I learned in UE and I just want to add lumen and all the new features

eager hedge
#

It would be best to just wait for an actual stable release of the engine.

odd turret
#

Well then wait until 5.0 is released

chrome ingot
#

then wait until 5.1 or 5.2 or be aware of fixing your own issues when 5.0 comes out

tough siren
#

I know there are issues with lumen and bugs all over the place I have used "5.0" but I was just curious why "5.0" said that

eager hedge
#

The answer is that there isn't a stable version of 5.0 - EA or not. Don't use UE5 right now if you're worried about instability.
EA is stable insofar as it isn't getting any further changes.

chrome ingot
#

thats the same readme is why

#

look at the first part of it

#

and again it says stable early access. its stable for early access at that point in time months ago

#

feel free to use it but its out of date

tough siren
#

oh ok I was just curious 🤷

#

i tried compiling the ue4.27.2 source and it gives me a weird error

#

_NO_EXCEPTION....

#

blah blah blah lol

#

"5.0" I can compile no issues

tough siren
#

?

crimson granite
#

Anyone getting VerifyReferencerName() hit a lot on the latest commit?

thin tree
#

my project is 4.27.2. Would I be able to open it in UE5, built from source from the main repo ?

gilded pecan
#

What happened here!?

gilded pecan
#

If you build from 5.0-source, apparently 4.27.2 projects are now compatible.

pastel cedar
#

In the built verrsion of ue5.1 does anyone know where the Enable Conversion Prompt went?

#

(In project settings)

gilded pecan
#

I remember seeing something about it in the main commits, possibly mentioning it being removed.

#

Do a git search through them looking for 'enable conversion'

pastel cedar
#

will do, thanks

quaint kindle
#

I decided two weeks ago to go back to 4.27, EA5 is for those who are not familiar with the engine compilation and just want to take a look. the 5.0 is the closest thing to a stable product. 5.1 is the most buggy, with new features that change daily. Even if they release something soon, all new features are barely finished and so buggy that developing on these versions is a total waste of time. Many plugins are not supported and most paid assets do not support 5.0.

balmy tulip
#

I don't quite agree with that, there's quite a lot of development studios already using 5.0 and games slated to come out. I agree with 5.1 is ahead of schedule, but 5.0 branch is honestly pretty damn stable. Been running it for 3-4 weeks and we're working with a number of new plugins. Also most plugins are easy to update/fix for the changes. We use about 15 plugins in total. Lol

quaint kindle
#

I don't know for you but even the 5.0 crash a lot

eager hedge
#

5.0 absolutely is not stable. You may have found a specific commit that works fine but the branch has been breaking regularly since it started.

#

And trying to be like "a lot of development studios already using 5.0" is horrible advice when most people in this server aren't studios with the resources or knowledge to maintain and troubleshoot a build on an unstable branch.

quaint kindle
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honestly World Partition don't work, you can build a level on it but not multi-level there's missing features Lumen is broken. Nanite well.. work but most complex material don't work.

balmy tulip
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Oh yes, it's a specific commit. That I will admit

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We had to do a few to get one that worked for our full workflow

eager hedge
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That you even have the knowledge to search for such a commit puts you ahead of most people asking "should I use 5.0".

quaint kindle
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We just cross fingers and hope Epic will make those feature working one day. I think Epic sent the wrong message with all the promo video around matrix etc.... they use special build for this demo.... this make pressure on Epic developper... because people ask if it's finish but it's not lol

eager hedge
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They didn't send the wrong message though

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and "using a special build" is what literally every big studio does for anything they release

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you don't release a product on an unstable build... you branch off, stabilize everything necessary for your product (merging back fixes if possible), and then release.

quaint kindle
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well if you look the 4.27 , there's planty of bug and it's a released product.

eager hedge
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Bugs exist regardless. I'm not sure what that has to do with anything.

quaint kindle
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on my side, 4.27.2 is very stable but crash sometime

eager hedge
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There's no such thing as software without bugs.

quaint kindle
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there's always bugs, impossible to have 100% bug free anyway

balmy tulip
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Try telling players that. Lol

opaque phoenix
opaque phoenix
hazy moat
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643c350 5.0 wont build, just mentioning.

autumn axle
static copper
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I await your awesome lifesaving PR

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my PR of adding public: to the niagara array functions got in

static copper
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oof

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well, I did bother an employee in here so maybe that helped

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whenever I open Class.h my mouse hovers over a line

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and if I touch my keyboard I get to spend 6 hours staring at my PC

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I kinda wish I could make my IDE not let me touch engine files

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without an extra "are you sure?" thingy

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isn't that filesystem level? I guess that would work

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I haven't figure out a nice way to do the entire folder. I guess I can powershell it if need be

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I hope p5 comes out soon

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oh, duh

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I forgot that was a thing

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I should probably just do the source parts so the intermediate bits don't get caught...

opaque phoenix
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is amd fsr availabe on ue5?

strong agate
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AMD recently released a plugin for FSR, no need to patch the engine anymore

lofty bear
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I spent an hour cloning the repo, then did the Setup.bat and GenerateProjectFiles.bat, then tried to build UE5 as DevelopmentEditor win64 (in Rider), and then it failed, after several hours of building.

opaque phoenix
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really? Cyberpunk 1.5 got a massive boost out of it so it got me wondering

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tsr seems sluggish vs TAA for some reason

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on my 1060 6 gbat least

rancid kelp
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TSR was optimized better for AMD related products