#ue5-engine-source

1 messages · Page 15 of 1

rancid kelp
#

“TSR is a new lower resolution single-frame scaling technique to maximize performance and visual fidelity. AMD has worked closely with Epic to optimize Temporal Super Resolution features on Radeon-powered systems. TSR, a standard feature from Unreal Engine 5, it is enabled for all GPUs and provides next-generation scaling not only on PC, but also on PlayStation 5 and Xbox Series X / S. “

#

I worded my sentence wrong.

#

Oh i agree with you 100% like i said bad choice of wording

strong agate
#

FSR in some cases is better than TSR, specially in VR.

#

And FSR can work on more limited hardware, even mobile, TSR IIRC is gen 5 gpu's only

rancid kelp
#

I can fix floats to a double, but trying to update that plugin to ue5 is way to advanced for me. I do not even understand half of those errors xD

opaque phoenix
strong agate
#

I already made CAS work in a Quest, so it should be totally possible

opaque phoenix
#

I wanna know more about this

rancid kelp
#

You can get the plugin here: but it only works up to 4.27

opaque phoenix
opaque phoenix
strong agate
strong agate
torpid valve
#

that's being said VR is second category citizen in Unreal

strong agate
#

Yes I'm well aware of that, however in it's current state it's for next gen hardware only

#

I hope with PSVR2 and Cambria Unreal will receive better VR support

torpid valve
#

if you want to make VR games

#

i do recommend unity

#

like serisouly

#

the same goes for mobile

#

in UE it will be always uphill battle

strong agate
#

I was going to switch to Unity, they brag a lot of their HDRP having first class VR support, and with CTAA you can have really good results, until I saw that they recently disabled instanced stereo in HDRP and you instantly lose 30% performance 🙃

#

Classic Unity move

torpid valve
#

that's prolly still miles better than Unreal : P

strong agate
#

I prefer to bite the bullet using Unreal rather than having to deal with unity bs

#

Unity's OpenXR was a mess until very recently

latent iris
#

Unreal's VR might do leaps if Fortnite ever goes VR and has some success 🤣

opaque phoenix
# torpid valve i do recommend unity

unlike Unity I do not have to reinvent the wheel esp with subsystems and all. Plus I get paid well cuz Unreal devs are rare where I come from.

echo ravine
#

Doesn't even need to be good at it

#

Unreal isn't really targeting those

lofty idol
rare owl
#

I was getting those too and was still able to run the editor. I'm not using 3DSMax or SketchUp in my project though, I locally removed /Enterprise/Datasmith so it wouldn't keep attempting to recompile.

lofty bear
strong agate
# lofty idol Not sure what gen 5 gpu means in this context, but FSR doesn't work on anything ...

It's different, AMD doesn't officially offer support to GPUs below RX 4xx and Nvidia 10xx series. However it's operating method is so simple it can work anywhere. Nintendo Switch and Steam Deck are already utilizing it per example. TSR in the other hand is a very complex algorithm, and the shader has been optimized for new gen only. So if you're going to try to run it in limited hardware you will need to optimise it.

lofty idol
#

Minimum requirements for nanite is 2nd gen maxwell. That's barely current gen, and it is supported. I would assume same thing would happen with TSR. This isn't news, because Fortnite obviously has to work on previous gen systems. If you said, say, Lumen, I'd agree. But TSR is fast even on a 970.

#

In any case, one is officially supported (unless epic decides to draw an arbitrary line in the sand for ue5 release) and the other is not.

paper hound
#

Look @lofty idol

paper hound
#

😄 sorry haha

#

what's going on with TArray??

paper hound
#

can you send me a private message to talk about it?

hollow orbit
#

Hey, question about the new IO Store packaging, are we forced to use it with UE5?

#

Game won't run unless I package it with the IO store enabled for some reason

torpid valve
#

so just use it ?

hollow orbit
#

It breaks some of our internal tools vaultsweat

lofty bear
#

Is there a way to limit the platform support and other "plugins"/stuff (like Datasmith and ZenDashboard) when building from source?

static copper
#
  1. run setup.bat with the platforms omitted
#
  1. build from your game project
#

you can edit .uplugins to be disabled by default too

lofty bear
#

Oh.. And if I didn't pass any arguments to setup.bat when I ran it yesterday, I can do it now? Or do I have to delete everything first?

limpid light
radiant pewter
#

I want to switch to physx in ue5, for me chaos is a joke, help

lofty idol
#

I think chaos will be better in the future

echo ravine
strong agate
#

I don't think PhysX can be enabled again after double support

lofty idol
limpid light
lofty idol
#

chaos just doesn't work correctly

echo ravine
#

Was kinda hoping it would be going better on 5.0 branch these days

lofty idol
echo ravine
#

Clearly working as intended 🥲

strong agate
#

From my experience using the source branch in VR, Chaos just need good default values now, aside from performance which I didn't test it yet.

lofty idol
strong agate
kind root
#

Hello Guys Can i upgrade plugin from 4.27 to 5.0 Source code ?

#

I havent tried to build the plugin with engine but making sure

limpid light
kind root
#

i can try xP i know how things work so i hope i can figure it

limpid light
#

Good luck! Also check out the .uplugin file, if it has an engine version there just remove the line

kind root
#

ok awesome thanks i will bother you again guys if i couldnt solve xD

lofty bear
#

A plugin I use is attempting to pass an FVector2D to a variable that in UE5 has been changed to the type FVector2f. I thought I'd inspect this new data type, but its declaration is a mystery to me, (Vector2,, FVector2D) (two commas?).
Is there anywhere I can read more on how these LWC types work? I assume that the lower-caps f in FVector2f indicates that it's a 32 bit float, and that an FVector2d would be 64bit double, but I'd like to read up on it..

lofty bear
#

Oh cool, thanks!

#

Oh shit, so FVector2D still exists, alongside FVector2d, and they both use double? And we'll have to change to FVector2f for floats? Wouldn't it be more practical of them to just remove 2D entirely, since the naming of D(Dimension?) has changed meaning?.. I am confused.

limpid light
#

FVector2D and FVector2d are not the same thing btw

#

yeah the naming is very confusing, I agree with that

#

FVector2D wont be removed, they would break a lot of code

#

There is also a TVector4 template, and TVector for the normal 3 value ones.

lofty bear
limpid light
#

ah in the older version I have, FVector2D is still its own type. I'm about to upgrade to latest source in the next week or so 🙂

No difference, but FVector2D is left there for compatibility reasons then

lofty bear
#

My point is that it should be removed because it should break a lot of code, when they have changed it from float to double. Without breaking code, a lot of code could be using double when it should be using float?

limpid light
#

true, but I guess they did a guesstimate and figured that would be the most common case. I myself have plenty of code I'll have to change to FVector2f

#

ahh value defaults and compilers..

#

there was a case of confusion recently, where 1 or was it 1.0 actually evals to double?

#

I'm usually explicit and do 1.0f 🙂

lofty bear
#

god fucking damnit, I guess I'll be back in three hours

#

I know I know. I was careful at first, but then we started talking about it again, and I wanted to screenshot that FVector2D was the same as FVector2d, and I forgot.

#

I know some of these words

#

well, I guess I have nothing better to do

solid cypress
#

5.0 is receiving almost no changes these days 🕵️

echo ravine
#

That'd be great news

#

Means it's close to release

static copper
#

I'm addicted to engine commits now

#

I'm going to be compiling main versions until I get burned

ashen kiln
#

Yes, I'm expecting first preview release soon.

autumn axle
#

can't wait

karmic gazelle
thin tree
solid cypress
thin tree
#

that's the branch where 5.0 release comes from afaik

solid cypress
thin tree
#

said who ?

echo ravine
#

Read the pinned posts

solid cypress
#

said Epic in pinned posts

limpid light
thin tree
#

release-staging stuff goes into 5.0 when it's ready, unless they specifically changed how things were, for 5.0

solid cypress
#

Is not it for staging changes which go into main, not into 5.0?

thin tree
#

main is not for release

#

I am not Epic though, so I don't know what's going on in their github these days 😛

solid cypress
#

I am not saying it is, I am saying is that we are under the impression that staging branches are for merging stuff from other branches into main

limpid light
#

Epic has a lot of branches that dont go on Github, and are only in their Perforce

solid cypress
#

not for merging into 5.0, as you said

thin tree
#

and I am saying prior to UE5, release-staging branch had stuff prepped for release

solid cypress
#

therefore activity in staging branch has no impact on 5.0 branch as it is stuff for 5.1

thin tree
#

can you show me commmit in the release-staging branch indicating it was upped to 5.1 ?

solid cypress
#

No, but I can show you engine version of ue5-release-engine-staging

#
#define ENGINE_MAJOR_VERSION    5
#define ENGINE_MINOR_VERSION    1
#define ENGINE_PATCH_VERSION    0
#

While 5.0 branch has

#
#define ENGINE_MAJOR_VERSION    5
#define ENGINE_MINOR_VERSION    0
#define ENGINE_PATCH_VERSION    0
thin tree
#

🤷‍♂️

#

then maybe it's different these days

#

hopefully they release it by March

limpid light
#

Im not sure what your point is? 5.0 is the branch that will be released from, Epic themselves have said so here on this Discord more than once

thin tree
#

no point @limpid light

#

but, when is CCP going back into VR dev ? 😏

limpid light
#

I dunno, I left them what 4 years ago 😄

#

When they shut down all VR development 😦

#

Since then I've been at Wargaming, an indie studio and now founded my own game studio 🙂

thin tree
#

ah, noice. Congrats!

limpid light
#

thanks 🙂 exciting and scary all at once 😂

astral ore
#

Anyone tried texture painting in the latest github build?

hazy moat
#

Anyone knows is 5346eb1 aka latest 5.0 building works? vs2019. Commits from day ago it was broken for me. Thanks.

radiant pewter
#

will this work? "TargetRules.cs

#

for physx

torpid valve
#

no

#

just

#

learn to live with Chaos

#

the engine moved fully double

#

and physx will straight not work with it

radiant pewter
spring ocean
#

if it works, compile/use chaos to false and compile physx to true

solid cypress
karmic gazelle
lofty bear
#

It happened again (full recompile), and this time I definitely didn't edit any engine code..
So I looked into Installed Builds, running RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true, and it compiled for a little more than an hour, then:

UnrealEditor-FractureEditor.lib
   Creating library ..\Plugins\Experimental\ChaosEditor\Intermediate\Build\Win64\UnrealEditor\Development\FractureEditor\UnrealEditor-FractureEditor.lib and object ..\Plugins\Experimental\ChaosEditor\Intermediate\Build\Win64\UnrealEditor\Development\FractureEditor\UnrealEditor-FractureEditor.exp
BUILD FAILED:  failed, retries not enabled:
AutomationTool executed for 1h 15m 45s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
Updating environment variables set by a Turnkey sub-process
Systemet finner ikke angitt bane. {translated from Norwegian: "System can't find provided path"}

😦

inland kelp
#

I'm hesitant to ask this because I have a feeling I know the answer is "rebuild from source with other options", but here goes:

I'm running UE5 with a project migrated from UE4. Project has a Server target file which works totally fine with UE4. Selecting Platforms in UE5 does not bring up any option to package a windows server (or the target selection area for that matter), only a client. Does something need to be done here for this to recognize the server target, or did I simply miss a build option for UE5 source build? Do you even need a source build still in UE5 to build a dedicated server?

radiant pewter
gilded pecan
tough siren
#

Severity Code Description Project File Line Suppression State
Error C2660 'UE::DerivedData::MakeArrayView': function does not take 2 arguments UE5 C:\UE5Source\UnrealEngine-5.0\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCacheStoreHierarchy.cpp 740
Error C2672 'Invoke': no matching overloaded function found UE5 C:\UE5Source\UnrealEngine-5.0\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCacheStoreHierarchy.cpp 740
Error C2893 Failed to specialize function template 'unknown-type Invoke(FuncType &&,ArgTypes &&...)' UE5 C:\UE5Source\UnrealEngine-5.0\Engine\Source\Developer\DerivedDataCache\Private\DerivedDataCacheStoreHierarchy.cpp 740
Error MSB3073 The command "....\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6.
UE5 C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 45

#

whyyyyyyy

desert parrot
#

Which branch should i use for my jenkins server?

crimson granite
#

Anyone still getting a lot of crashes on DX12 and RTX 3000 series cards?

worthy herald
#

Hey, anyone know why since several weeks the newer UE5 versions from main branch won't compile?

lofty bear
lofty idol
#

chaos = virus

ashen kiln
#

Chaos is doing pretty well in latest state of 5.0 though.

static copper
#

yeah it's not amazing but hardly malware lol

#

what

#

It's still overall a downgrade for some usecases unless something changed in the past few months though, I'll give you that

worthy herald
#

If the engine would compile 😄

cedar tree
#

wtf are people saying chaos is a virus? xD

autumn axle
#

I thought they weren't deprecating removing support for Physx until at least 5.1 last I heard?

gilded pecan
#

They had an on/off switch for LWC until recently but that didn't really pan out. PhysX doesn't have support for doubles/LWC.

#

The Chaos Cloth solver is better than Nvidia's at this point, so that's a good thing.

static copper
#

nice. good to hear some of it was worthwhite

#

10% across the board is awesome too

torpid valve
#

PhysX if effctively dead in UE5, unless you want go to pain and restore float switch

gilded pecan
#

Other than Omniverse, does anything else use the "next-gen" PhysX 5?

ashen kiln
#

No, it's not released to public yet, probably will never happen

autumn axle
karmic gazelle
crimson granite
#

All my crashes are either DX12 related or Chaos related. Honestly wondering if this is because I converted the project over from 4.27 instead of making the assets in 5.0

worthy herald
#

Which branch did you use?

karmic gazelle
lofty idol
crimson granite
#

Haven't had a crash on DX11 once actually. I've learned to adopt the model you've said. But I was under the impression that technologies like Lumen and Nanite we designed and built with DX12 in mind so just thought it would be more stable.

torpid valve
#

unfortuntely it's hit or miss

#

and not always engine related

#

there was recently fix for nvidia + unreal but im not sure if it ended up in main

sour rivet
#

For an experienced user how bad is UE5 source to use rn

#

Is it somewhat stable or still buggy af

strong hull
#

depends on the day

sour rivet
#

I’m sure it’s come a long ass way from EA2

#

EA2 is a nightmare

eager hedge
#

for an experienced user it's fine - you surf through commits a bit to find one that's mostly stable and stick with it

#

if you find a good build, you stick with it. I personally keep a list of things that I've noticed are broken but don't block me and I check new commits maybe once a week to see if things are fixed.

#

and by "check new commits" I mean I just build the latest code on 5.0. I'm not pouring over commits manually lol

sour rivet
#

I think I’m gonna start using it I’ve been dying to work with it

eager hedge
#

if you know what you're doing and understand the work involved it's not hard to deal with.

sour rivet
#

Yes my only thing was im looking to start a serious project with it that I’ve been prototyping in UE4

#

And it’s not really determined how project porting will work to release copy

eager hedge
#

for a serious project idk that I'd make the jump unless you really need one of the new features that doesn't have an equivalent (like world partition)

#

not sure what you mean by that last bit

#

porting from 4 to 5 is like jumping between any engine versions

sour rivet
#

I mean if I build UE5 from source and start a project, if I have some troubles and I carry the project over to let’s say a stable release, will the issues come and haunt me

eager hedge
#

ah

#

I mean, if you're experienced enough to deal with it then go for it. I guess previews should be coming soon ™️ anyway

sour rivet
#

Because I get the modularity of ue engine and projects but I just don’t want shit to get cached and messed up in my project

#

But I supposed if my code is okay and it’s just an issue with the engine build then when they patch my issue it should go away

#

In theory

lofty bear
#

I'm pretty fucking tired of trying to make an installed build of UE5. It takes hours to attempt, and it keeps failing with messages saying I'm missing some SDK. When I install that SDK and run again, it takes even longer, and then stops at some other missing SDK.
Why on earth are these not prerequisites for the build to even start? I just downloaded some Windows 10 SDK debugger tools, tried again, now it needs .NET 4.6.2 developerpack, seemingly because of iOS\iPhonePackager, a platform I've excluded.. gawd

rancid kelp
#

never heard of having to install iOS\iPhonePackager to install use, it will ignore what ever is not installed and just install for what you have.

strong agate
rancid kelp
#

? i exclude almost everything from linux to ios..

strong agate
#

If you're building from the project that's okay, but if you're doing a installed build (a.k.a rocket build) you need the IOS dependencies

rancid kelp
#

if your on a ios pc.

strong agate
#

It's been a general complaint for quite some time ago how excluding dependencies don't untangle some IOS crap

#

I'm using Windows

lofty bear
#

It's probably my own fault. I'm using Rider, but I have Visual Studio 2019 installed, and I see in the output that it looked for .NetFramework in the VS2019 folder. I guess maybe it would've worked if I had 2017 installed, since that's the officially supported VS?

strong agate
#

Again, you only experience this if you're doing a rocket build, not building from the project

#

I use Rider as well

#

And VS2017 is deprecated IIRC, VS2019 is the norm and VS2022 support has been added

lofty bear
#

C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Current\Bin\Microsoft.Common.CurrentVersion.targets(1217,5): error MSB3644: The reference assemblies for .NETFramework,Version=v4.6.2 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack). You can download .NET Framework Developer Packs at **https://aka.ms/msbuild/developerpacks **[\Engine\Source\Programs\IOS\iPhonePackager\iPhonePackager.csproj]
Took 0,35777359999999997s to run MSBuild.exe, ExitCode=1
Command failed (Result:1)

So ok, I need 4.6.2. I go to the link, where it says

All .NET Framework versions since .NET Framework 4 are in-place updates, so only a single 4.x version can be present on a system.

My current version is apparently 4.8, which I assume is because I needed it for something else.
So now I have to remove 4.8 and downgrade to 4.6.2?

strong agate
#

You need both

#

Open Visual Studio and be sure that you have .NET desktop development and Desktop Development with C++ checked on, along with these Individual components

lofty bear
#

well fuck me

strong agate
#

Be prepared for also having 300GB of spare space and some time, it takes 70 minutes on my 5800x, however on my old 2200G it took 12 hours in a SSD and 3 whole days in a 5400rpm HDD

#

Lack of RAM can also generate a problem of heap space, the ideal is to have 4gb per CPU thread, you can mitigate this by limiting maxprocessorcount in the BuildConfiguration.xml and increasing your page file size

lofty bear
#

My body is ready

#

I'm not much of a hardware geek tho, how do I check how many CPU threads I have? Is it just cores*2?

#

Oh right, I have 16 threads, but 32gb ram. Guess I should've invested in 64gb.

#

@strong agate You know what, the stupidest thing here is that when I first installed Visual Studio(2019) on this computer it asked me what I was gonna use it for, and Unreal Engine was an option, so all these checkboxes were auto-filled for me because I selected UE-development. I feel like it definitely should've included whatever's necessary for installed builds. Or maybe the requirements have been updated for UE5, idk..

strong agate
#

I think you're mostly fine, probably with a big page file you're not going to need to limit your threads

hazy moat
#

after running setup.bat you delete IOS & TVOS folders in Engine\Source\Programs\AutomationTool

#

i really wonder when EPIC makes -Set:HostPlatformEditorOnly=true or -set:WithIOS=false work like it should be

zealous yarrow
#

32GB should be enough for 16 threads

I have 64GB with 32 threads and it ends up using around 45-50GB when compiling the engine

hazy moat
#

when people do not need apple garbage then it should be possible to "boot" this garbage 100%

strong agate
hazy moat
strong agate
#

You saved me some precious space 😃

lofty bear
hazy moat
lofty bear
#

Spicy. I'll try it!

#

Btw, can any of you explain what DDC actually is? It says "Build a standalone derived-data cache for the engine content and templates", but I don't really understand what it really is or does..

hazy moat
#

I learned this from author of UBB, Unreal Binary Builder

#

5.0 a5b9f97 build ok for me, just mentioning.

desert parrot
#

I'm getting these errors on my build server. 24@1.5ghz cores and 16gb of ram on windows server

#

Is it too many cores for the amount of ram do i need to add more to the vm

#

I've been struggling with googling and nothing is really helping

#

Oh also there is no gpu, don't think that should matter though

hazy moat
#

try that, maybe you have to lower or can increase that number but this is miracle number for my system. 3700x + 32GB ram

#

it is trial and error

desert parrot
#

I'll try that thank you!

hazy moat
#

picture shows location of this file

desert parrot
#

I'm running a 5800x and 32gb of ram on my desktop and had no issues with compiling it, but server hardware seems fucky with compiling ue5

hazy moat
#

for me 12 was upper limit, with 13, 14, 15 etc i still had a chance to trigger heap space error

#

but beware, build speed will decrease.....but at least it is successful which is more important

desert parrot
hazy moat
#

I even limited my pagefile to coulple of gigabytes max to prove myself that/if Unreal still built success

strong agate
#

I have 32GBs and 5800X as well, I've noticed that when I build the engine in my HDD I can use the 16 threads. However in the SSD I ran into the heap size problem and have to lower to 12

desert parrot
#

Is 220gb not enough space :p

lofty bear
#

@hazy moat Just to make sure I don't waste more unnecessary hours on this; I've deleted(moved) the IOS and TVOS folders from Engine/Source/Programs/AutomationTool, replaced the InstalledEngineBuild.xml, and now I should be able to run this command?:

RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:HostPlatformOnly=true

Or should I change the command?

hazy moat
hazy moat
#

couple days ago i had build fail(bad commit), today i had success with a5b9f97 5.0

#

it is like roulette, i build when i leave my pc emty running and doing other things coumple hours

strong agate
#

I would also advise against using ue5-main as well. It's super broken.

lofty bear
#

I think we're all talking about 5.0, not ue5-main

hazy moat
#

ue5-main should be avoided at all cost, like Gulop said it is super broken from every part

strong agate
#

It's because I saw some newcomers building ue5-main directly because they saw an old video or post recommending it, when the 5.0 branch didn't exist

lofty bear
#

I've been trying on 6b10e3f today, two after yours, so it should be fine.

#

Allrighty, I'm gonna try your .bat 🤞

hazy moat
gilded pecan
lofty bear
#

I thought it didn't work for a second, but it just doesn't output in the cmd 😅

gilded pecan
lofty bear
hazy moat
lofty bear
gilded pecan
#

UBB is just a graphical interface for the Unreal Automation Tool (UAT).

gilded pecan
lofty bear
#

I will if this doesn't work 👍

#

@hazy moat Btw, will your .bat let me know when it's done. Like, will it close or output anything?

hazy moat
hazy moat
lofty bear
#

yeye nice. "LocalBuilds/Engine/" I guess?

hazy moat
#

I repeat, i am no coder and it took over year to finally get build going at all. My goal is 3D art itself and world building

hazy moat
hazy moat
# hazy moat yeah excatly

If builds still fails then log might, i repeat might tell what went wrong but if there is some VS component missing then it can easily fail too.

lofty bear
#

Regardless of how it turns out, I've learned something, so thanks for the help guys!

#

I'm going to bed while it compiles, and I'll probably have nightmares about monsters crawling out of my monitor yelling "BUILD GRAPH"

#

And instead of arms it will have "Installed Build iOS error" messages

strong agate
#

If I have to run Setup.bat by myself I'd rather do it by hand

desert parrot
#

So i've been recompiling for a hot minute its at like 2500/5500. I'm almost out of disk space.... It's the only thing on the vm is 230gb vm not enough space?

#

It was enough space for ue4.25 @_@

#

Does this seem right?

eager hedge
#

yep

#

depends on the number of build configs you're building and how many leftover intermediate files you have

desert parrot
#

@_@ That seems so much bigger than ue4

eager hedge
#

I hit almost 300GB in the engine dir from creating an installed build, but that's multiple build configs and all modules.

desert parrot
autumn axle
#

So with Material AO not being used by Lumen, it's a great candidate for me to use to pass custom data through to PP mats - for a material-based 'fake' custom stencil pass that respects occlusion, to use with nanite, in this case.

It works perfectly without any Metallic values - but once introduced they somehow affect the Material AO pass - increased metalness lightens it slightly, and spec and rough also affect this. Been looking through the gbuffer/deferred shading stuff and I can't see where this is happening, and am at a loss. All I want is for MaterialAO input ----> GbufferAO ----> scenetexture PPI_MaterialAO. Is there maybe another place I'm not looking where this is being affected by other PBR channels?

Or- maybe there's a simple way in the material editor to negate the value changes caused by the metallic channel to undo its effects?

eager hedge
# desert parrot What would the purpose of multiple build configs be?

In general? Because you want to have more or less debuggable versions of the engine (+ editor and non-editor builds, + server/client builds if relevant).
Why I was doing it? Installed builds are what the launcher provides - which includes debugggame editor, development editor, development, and shipping versions of the engine.

desert parrot
#

I see! That makes sense @_@ I think i might just allocate half a tb so it's not a problem in the future...

lofty bear
#

I don't know if it was the missing SDKs in VS or the fix for iOS/tvOS or the updated .xml/.bat-command, but it fucking worked lads 🎉
@strong agate and @hazy moat Thanks for all the help 💌

opaque phoenix
#

any interesting commits this week?

static copper
#

Chaos solver got 10% faster

#

nothing else I can remember

opaque phoenix
#

so chaos might be production ready with stable release?

static copper
#

too many questions unanswered

#

backface collision, actual sim stability with stacked objects

#

if it's even as fast as physx yet

#

it's good enough for my purposes but some people might still be disappointed

cedar tree
#

da fuq

C:\Users\Joni\Documents\UnrealEngine [ue5-main ≡]> git pull
remote: Enumerating objects: 759364, done.
remote: Counting objects: 100% (105533/105533), done.
remote: Compressing objects: 100% (130/130), done.
fatal: protocol error: bad line length character: )9d߬ 11.23 MiB/s
error: inflate: data stream error (incorrect data check)
fatal: pack has bad object at offset 1074044787: inflate returned -3
fatal: fetch-pack: invalid index-pack output
static copper
#

that's a bit too deep in the filesystem to build unreal

#

assuming it's just a folder url length issue

cedar tree
#

I have long paths enabled and it has built fine before

#

but that's a git issue

#

not a build issue

#

just wondering what that is as I have never encountered that error with git

static copper
#

google says server issue

#

try again and pray it doesn't explode this time I guess

#

bummer

cedar tree
#

typical github 😄

#

shallow clone with just ue5-main branch worked 🤔

#

oh well

static copper
#

I think some built in Ms libs need to be deleted

#

Ugh, I forget the filename of the random MS file I had to clear out

#

I assume it's a similar issue

tender crest
#

guys i just built unreal engine 5 - main from source. the unreal editor opens up, but when i create a project, nothing happens

#

anyone know this issue?

cedar tree
#

I just built it too and shader compiler crashes due to out of bounds array access 😄

lofty idol
#

do you guys experiencing issues with destroying actors on latest 5.0 builds ?

buoyant field
#

Hello, got a small question, what is the size of fully built ue5 editor (from source), more or less? My ssds are too small lol

buoyant field
#

thank you

hazy moat
#

Rocket build of 5.0 is something around 60gb, but removing .pdb files drops to around 10gb BUT if you plan submit crashes to EPIC or need to debug yourself then i strongly suggest to keep them.

buoyant field
#

Yeah, was just trying to figure out how much stuff gotta purge from drive 😛

buoyant field
#

my drives are too smol

hazy moat
#

for me it is 260gb to build a safe bet (without iOS garbage of course)

desert parrot
#

Okay so i finally got ue5 to compile mostly... 73 succeeded 1 failed

#

Is zendashboard anything to worry about?

cursive elk
#

is only zendashboard failing ??

desert parrot
cursive elk
#

no

lofty bear
#

I'm looking into creating a mesh at runtime at lowlevel (not PMC), and specifically looking at the CollisionDataProvider interface. It needs to fill a FTriMeshCollisionData which has the variable TArray<FVector3f> Vertices. I expected this to use FVector3d(double), or at least FVector, given the new LWC system. Since it specifically is the new FVector3f (float), does this mean I can't use this interface for generating collision with double precision?

lofty bear
#

The same struct also has TArray<TArray<FVector2D>> UVs, which I find a bit weird. Allowing double for UVs, not for collision? I guess it's just unchanged from before LWC was introduced, but it strikes me as odd when Vertices was intentionally changed to Vector3f.

limpid axle
#

Hi Guys, i compiled the engine from the 5.0 branch, my project works fine so I downloaded a much newer commit to the same branch but it said it was made in a different engine and wouldnt open...any insight on why?

torpid ocean
#

are there any differences between the launcher ue5 and the source? - i was told a few bugs were fixed like worldpartition, but i have no idea

arctic cradle
#

Plenty of differences!

torpid ocean
#

i've never done it so it's a new world for me

arctic cradle
#

The source build (you're using it from git?) gets updated regularly, so there's always new bug fixes and undocumented features (read new bugs)

torpid ocean
#

interesting, if that's the case, why doesn't epic update the launcher version?

#

i assume there's a lot of reasons, just curious

arctic cradle
#

They do, that's what every 4.x version is

#

It's just not all that regularly

torpid ocean
#

i'm referring to ue5 builds

arctic cradle
#

Yeh, that UE5 will get a .1 .2 .3 etc

torpid ocean
#

what i'm saying is, if there's been multiple updates, why haven't epic updated the ea version

cursive elk
#

what exactly has lwc introduced exactly ?? an extra float for tile position ??

arctic cradle
#

Because they want to make sure it's a good build and has plenty of new features. They have a plan for 5.1 and such. They are literally thousands of updates every week (maybe even day) they can't test and release a new launcher version for all of them.

torpid ocean
#

ok, fair

grand epoch
#

Does anyone know off-hand where Unreal checks when providing choices for the "Source Code Editor" options? UE5 is suddenly unable to find VS2022 and it's not showing up in the drop down.

torpid ocean
#

question, anything interesting between the ea2 build and the most up to date ue5main source?

fallen briar
torpid ocean
#

I've just not seen much about it since ea2

#

didn't realise it was a funny question 🙄

fallen briar
torpid ocean
#

well, is it just bug fixes, or any features added, i can't seem to find any update logs or anything anywhere.

fallen briar
#

heck of a lot more than just bug fixes

torpid ocean
#

where can i find out that for myself?

#

i don't want to be asking here everytime i have a question, might get annoying XD

zealous yarrow
fallen briar
#

this discord channel

#

if you're looking for an official blog post and summary on 5.1, you aren't going to find one just yet. way too early

torpid ocean
#

thanks - i'm new to the github source side of things, so it's a good shout to look there

vale hill
#

@torpid ocean EA2 pretty old at this point - would definitely recommend using 5.0 over it

torpid ocean
#

I think I went with the wrong branch, it's more recommended to go with 5 over ue5-main right

fallen briar
last widget
#

What features are getting pushed back to 5.1?

fallen briar
grand epoch
#

Can anyone point me to any documentation or give any input on what to use instead of "GetToolbarTab" in UE5?

lofty bear
#

I see in Components.h (at Engine/Source/Runtime/Engine) that FStaticBuildVertex was changed from FVectors to FVector3fs back in May. This seems to imply it's not possible to have meshes utilizing double precision. Do we know if this is planned at all for the future, or is it like on a "nobody will ever need that"-list?

marble sedge
#

@lofty bear I know that AMD GPUs support 64 bit floating point, but none for Nvidia drivers

#

It's pretty rare to use double on rendering, probably still use world anchor offset to render big world?

haughty bear
#

its camera relative rendering, not doubles on gpu

marble sedge
#

@lofty bear FVector is now FVector3d since a big world coordinate macro was enabled, so you would need explicitly declare 3f to use single floating point

lofty bear
limpid light
#

If you want to make a single mesh that is larger than 20km on each side, then you will start having other issues like with Lumen

lofty bear
# limpid light All actors in the world now have double vector precision, so you can make a real...

But that's only the translations world-position, not the vertices relative position, right?
I don't need a single mesh larger than 20km, but for making e.g. a planet it would be more practical to spawn each vertex for each updating chunk relative to the center of the planet instead of relative to the moving player.
I mean, it's not a big difference. It would only remove some offsetting logic.

limpid light
#

Im no expert on how the GPUs handle vertex positions but I'm not sure you can do that, and it seems like a waste to me? Probably cheaper to do the offsetting logic for now? But with Epic abstracting things this way they can always switch this without affecting users at all.

#

Remember you would bloat the mesh size in memory quite a lot by using doubles for all vertex locations

lofty bear
#

Yeah it's probably a lot cheaper, I'm just unsure where this is headed. I'm assuming we'll end up there some day, I'm just having a hard time seeing what LWC implies in the grand scheme of things. But I guess that's why they've called it "large world coordinates" instead of marketing it as "full support for double precision".

limpid light
#

Origin shifting is an advanced subject that not everyone can implement, and takes effort to do

lofty bear
#

Yeah, and that's really great. World rebasing has always given me some issues, and I'm really looking forward to not having to deal with that.

limpid light
#

yeah same here

#

its just part of Epic's push in UE5 to make the engine handle huge worlds, one of many features for that story

static copper
#

there might be a new large world template in the future

#

uncertain though

lofty bear
#

I'm trying to optimize a few things, but having a hard time resolving the new FVector. There are quite a few places in the engine where it still hasn't been changed from FVector to FVector3f (where I'm pretty convinced it should be 3f).
If I have a TArray<FVector3f> My3fArray and need to pass it to an engine struct that's still TArray<FVector>, should I just cast it like static_cast<TArray<FVector>>(My3fArray);?

echo ravine
#

If for some reason you need explicitly the float type version (??) that you then need to pass to TArray<FVector>, you need to create a local TArray<FVector> and loop to create copies

#

Casting can't work since the types are unrelated and of different sizes

#

There are quite a few places in the engine where it still hasn't been changed from FVector to FVector3f (where I'm pretty convinced it should be 3f).
You should expect the entire engine to use FVector generally

#

There's no good reason to use float versions now that all game code will be double

lofty bear
echo ravine
#

You said "optimize" and I feel like you think moving to float will make the code run faster

#

This won't be true in general

lofty bear
# echo ravine You said "optimize" and I feel like you think moving to float will make the code...

"Optimize" was a stretch, it's more "fixing errors after converting to LWC".
The issue is that I have some FVector variables that I send to the engine, but some of these variables in the engine have changed to FVector3f, so I was converting my own stuff to FVector3f to not have to convert in in runtime. But now I'm finding other parts of the engine where I need to pass the same variable, but where it's still FVector. So I'll have to convert it at one point no matter what.

#

And when having thousands of these in memory, surely converting to float would be an optimization?

echo ravine
#

At scale maybe the equivalent of one 128x128 texture

#

The cost of converting to or from either type will be higher than the general performance difference between double and float

#

Use FVector, convert when/if needed

lofty idol
#

You won't get any benefit from converting double to float unless your code is highly cache coherent and/or using simd instructions.

lofty bear
#

I know that this is true in general. But the major benefit here is that it works, while sending an FVector to an FVector3f worksn't.

torpid valve
#

The places where FVector3f is used are either:

  1. very tight sims (like cloth which is done in local space)
  2. Converting transforms before sending them to GPU.
    If you don't have similar high performance/local space only requirements, it's not worth it.
torpid valve
#

?

lofty bear
#

I have a lot of code handling vertices, and then they are all passed to the engine in a buffer. My code uses FVector for the vertices positions, while the engine has changed to FVector3f.
Instead of having to convert every single vertex from double to float, I am changing my code to also use FVector3f, so that everything is always FVector3f and I won't need the conversion.

#

I was posting the question because I noticed that some of the engine code for collision still uses FVector for vertices, which didn't make sense to me because mesh vertices are explicitly FVector3f. So I will have to convert it.

torpid valve
#

maybe because they need to be in world space ?

#

since if the positions are in floats

#

it will brak

#

break*

#

with any narrow/broadphase collisions

lofty bear
#

I'm not following.. Anyway, that is the point of converting FVector to FVector3f, since you asked. Are you saying I should rather keep FVector and convert them all to FVector3f when passing them to the engine? That's A LOT of processing for conversion..

echo ravine
#

If you're going to convert more with FVector, use FVector3f, or the reverse

lofty bear
#

For places where I do need to convert between TArray<FVector> and TArray<FVector3f>, what is the absolute optimal way of doing so?

echo ravine
#

There isn't one really

torpid valve
desert parrot
#

I compiled useing branch "5.0" and i'm missing textures would there be a specific reason for this...

#

Also lumen looks a little fucky

#

I was previously using the launcher ue5 release

plain cloak
#

tho i didn't play much with it

limpid light
desert parrot
#

This is in editor

#

The previous image was a built version

limpid light
#

Ok sorry, not sure about that. Check if the DefaultEngine.ini file in your build has an entry for "r.Lumen.TraceMeshSDFs=0"

#

if so, try setting it to =1

#

I dont know whats causing your missing textures, did you check the output logs?

zealous yarrow
desert parrot
#

Yeah i was trying to transfer the files because it's currently on a windows vm i'm vncing into

desert parrot
desert parrot
#

I just built it on the engine i forked 4 hours ago on my desktop and it looks fine...

#

But my build server is fucky

limpid light
#

Anything is possible, its a complex beast and not stable yet.
Try making a simple standalone project with the simplest test you can do ( a textured cube) and package that. Could be something in your project too

restive steppe
# desert parrot I was meaning i'm having an issue after building

i had the same issue with missing textures on Nanite Meshes in Standalone Play Mode with Builds from last week. What seems to fix it is switching one Texture Sample in the Master Material to a VT/Non VT Texture, applying, and going back to the Original one. Maybe it refreshes somthing in the Cache, but weird that its only a problem after building

full depot
lofty idol
#

¯_(ツ)_/¯

#

vast majority of the time floats aren't any faster, hence why quite a few popular scripting languages don't even support them.

#

lua (by default), python, javascript, etc, all use doubles.

#

Unity mono used to internally use doubles for all floating point types. Recently they fixed that (so now floats are 32 bit floats, instead of 64 bit doubles under the hood), but did that increase performance? Nope.

#

iirc people had a hard time to produce synthetic benchmarks, let alone real world performance.

#

floats vs doubles doesn't matter as much as people think imho.

echo ravine
#

Unreal removing float support for most of the engine isn't some crazy next gen move

#

And if you're looking for absurd performance issues in the engine there are some that are way worse

#

Between transform updates being excruciatingly slow, Blueprint tick by default, overlap events

limpid light
#

Agreed, but there are definitely cases where you would want to use a float over a double. I've often worked with systems using huge arrays of floats, for example an influence map system, and doubling the memory requirement of that system on a server can be a non-trivial change for no added gains since the floats are usually of small values.

torpid valve
#

as per usuall it depends on use case

#

and scale

#

if you are working with big maps, you can't store entire influence map, regardless if it is double of float

limpid light
#

absolutely, and the most common cases are just fine using doubles

torpid valve
#

Guild Wars 2 have nice implementation based on quad tree

#

which is sparse

limpid light
#

yes I pretty much did the same approach as GW2's system

#

not storing empty maps etc

torpid valve
#

Honestly in this age I'm not sure if creating distributed servers make sensnse, unless you want unlimited scaling 😄

#

it's probabaly easier to get 64 cores server and run everything on single machine

#

but guess different trade offs, single server will be limited by memory

limpid light
#

aye the maps took up a considerable amount of memory, even with large cells

#

memory is pretty cheap though, relatively speaking 🙂

torpid valve
#

yeah, but mobos have limited memory slots 😄

limpid light
#

I think DDR5 modules will have even higher densities, even 128 and higher sticks

#

I have 64 in my personal computer, wife has 128GB 🙂 (she uses Houdini...)

arctic cradle
#

You don't need to go to ddr5 for higher densities, just change the type of ram chips, RDIMM or LRDIMMs instead of your standard ones.

limpid light
#

but yeah you can apparently get up to 256GB DDR4 sticks for servers. Sorry we're getting off topic here 😄

arctic cradle
#

Yeah, I was looking at server memory yesterday adbn you can get stupidly big ddr4 ram.

limpid light
#

probably just more chips on the board + custom controllers. That means we might see 1TB modules with DDR5 😮

torpid valve
#

higher density DDR4 is also much more pricier than DDR5

#

that its when the prices normalize 😄

#

DDR5 is denser by design

arctic cradle
#

Depends if your server supports ddr5 or not, really.

#

I was looking at threadripper motherboards and it's all ddr4 😦

torpid valve
#

I wouldn't buy threaripper now

#

wait for Sapphire Rapids

#

and just get better one

fierce pasture
#

I wouldn't buy a Threadripper for a production machine running services a user is on. AMD Epyc or Intel Xeon depending if you need single core performance or many cores.

#

Build machines, Threadrippers are amazing

limpid light
#

aye, DDR5 and PCIex 5/6 are new features not all manufacturers have implemented yet.

#

Intel has been catching up with AMD lately too 🙂 build times on their latest CPUs are quite good!

hazy moat
#

I probably sit on my x470, 3700x, 32GB ddr4 long time until prices get normal again. Even my main ssd is on sata(i have M.2 slot, just emty). I compile Unreal often from my usb type c drive which is even faster than my internal drive 😆

fierce pasture
#

If you have the money and capacity, Intel for cooking and AMD for compiling 😄

limpid light
#
fierce pasture
#

For personal or workstation machines, yes, they just don't have the core count to match my 3990X 64 core Threadripper build machines 😄

limpid light
#

agreed, but Intel isnt that far off with their Xeon W-3300

#

(compared to 32 cores Threadripper ofc 😄 )

#

Now we just need Intel to shape up their act and ship more CPUs with a higher core count 😄

fierce pasture
#

Shitty thing is how hard Threadrippers are to get right now. We are expanding our build farm right now and are probably going to get EPYC machines instead.

limpid light
#

damn 😦 the hardware situation is just shitty all around, and wont improve any time soon 😦

fierce pasture
#

Only thing I wasn't happy about was the m.2 slot goes through the chipset instead of direct to CPU 😦

torpid valve
fierce pasture
torpid valve
#

I have threadripper

#

and I can't imagine living without it

#

my only regret is that I have bought 24 core instead of 32

fierce pasture
#

I mean, I would love to give all developers a Threadripper workstation, it just costs to much.

torpid valve
#

let's be honest

#

progremmer time

#

cost far more than threadripper

fierce pasture
#

Generally speaking I agree with you, but also that money could be spent on other things. It's just about prioritization.

There is also a cost associated with having different machines for different people instead of just unified machines.

limpid light
#

the diminishing returns of 32 vs 64 cores compared to the cost difference is a bit insane 🙂
If I was buying a dev workstation right now I'd just go for the latest Intel i9, its very close to a 32 core TR

torpid valve
#

for compilation and/or cooking 😄

tender crest
#

Severity Code Description Project File Line Suppression State Detail Description
Error (active) E0070 incomplete type is not allowed MyProject D:\UnrealEngine\Engine\Source\Runtime\SlateCore\Public\Layout\BasicLayoutWidgetSlot.h 37 detected during: instantiation of class "TAlignmentWidgetSlotMixin<MixedIntoType>::FSlotArgumentsMixin [with MixedIntoType=SOverlay::FOverlaySlot]" at line 491 instantiation of class "TBasicLayoutWidgetSlot<SlotType>::FSlotArguments [with SlotType=SOverlay::FOverlaySlot]" at line 41 of "D:\UnrealEngine\Engine\Source\Runtime\SlateCore\Public\Widgets/SOverlay.h"
anyone know what this error means?

limpid light
torpid valve
#

"AMD Ryzen 5000"

#

that's nowhere near 32 core threadripper (;

limpid light
#

there is another benchmark on the same page for all the TRs...

#
torpid valve
#

ok im spiled but for me

#

650 vs 900 seconds

#

is eternity

#

not to mention I can do 6 other things when its compiling 😄

limpid light
#

3995WX 64 core compile time for 4.25 = 432 secs
Intel i9 12900K for 4.26 = 992 secs
Intel Xeon W-3365 = 582

#

650 vs 900 yeah on 32 core, thats not enough for me to spend all that cash 😛

#

its 4mins on full engine compile time

torpid valve
#

haha, I dare you to try it for yourself 😄

#

I'm in high core workstation camp now, and I cant go back

#

price doesn't matter

limpid light
#

I bought a 32 core TR build machine not long ago 😛 currently using a 8 core i7 10700K workstation and Im ok with that 🙂

limpid light
#

but I mean yes you are right, the cost of a high powered PC is low compared to salaries and productivity. Im just not sure I'd spend on a 64 vs 32 core is all 🙂

keen frigate
#

does the current (as of about half an hour ago) ue5-main branch build atm?

#

because my build just failed :(

#
Error    C2086    'FString ExtraReleaseVersionAssetsFile': redefinition
Error    C2374    'bUsingExtraReleaseVersionAssets': redefinition; multiple initialization
limpid light
#

If you are building straight from your cloned Git repo then you should be ok on that

keen frigate
#

im doing the latter

limpid light
#

then its probably Epic who broke it and you need to wait for a fix

keen frigate
#
git clone https://github.com/EpicGames/UnrealEngine.git -b ue5-main ue5
.\Setup.bat
.\GenerateProjectFiles.bat -2022

then I:
-started the solution
-cleaned the Engine/UE5 Project
-started a build on the same project

limpid light
#

can confirm a buildbot who builds daily also has the same error you posted, so its not just you

keen frigate
#

ah okay cool cool

limpid light
#

updates on Git seem to be behind atm

keen frigate
#

im tryna play with Large World Coordinates, do you know of a way to find a building commit hash?

keen frigate
#

thankyou! i will checkout to that now

limpid light
keen frigate
#

cool, ty for the info!

#

Error UnrealBuildTool has banned the MSVC 14.31.31103-14.31.31104 toolchains due to compiler issues. Please install a different toolchain from the Visual Studio installer. UE5

#

well thats a uh... interesting error

hazy moat
#

Just out of interest, is VS 2019 still default 5.0 official compiler? this far 2019 is compiled successfully, but out of curiosity is 2022 becoming default?

limpid light
#

2019 is supported, but I believe 2022 is becoming default or already is

keen frigate
#

what msvc toolchain can i use with 5.0 rooThink1 it doesn't seem to like the latest 143

limpid light
keen frigate
#

i installed 2022 today

#

so imma try downgrading my build tools

limpid light
#

your error points to it using a 2019 compiler

keen frigate
#

14.31 is 2019?

#

i see no later option in the visual studio installer rooThink1

limpid light
#

yes, 2022 is 17.1 afaik

#

oh wait, you are right

#

VS 17.1, but MSVC toolchain is 14.31

keen frigate
#

yeah i was gonna say it says 2022 in the name

#

but it appears this version is banned so im installing 142

limpid light
#

probably just a brand new update that hasnt been tested properly yet

keen frigate
#

.. yay me

#
1>Using Visual Studio 2022 14.29.30136 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.29.30133) 

well good news is its started building.. bad news is its recompiling from scratch so its gonna take me couple hours blobdead

torpid valve
#

just pull more commits

#

it was fixed recently

keen frigate
#

i was on the latest commit on ue5-main

#

6844dd7

#

i've since checked out to the commit siggi kindly suggested, b266a1cf7446

#

and it built successfully

rose halo
#

hey i'm trying out the ue5-main 5.1 version and i'm trying to make stuff in C++ but i think i'm missing some tools within Visual Studio, where can i find what tools are required for UE5?

static copper
#

Almost identical to building 4 from source

#

Use the guide in the docs

gilded pecan
rose halo
#

I was, but the latest source version was the 5.1 :/ it automaticly downloaded 5.1 when i was geting ue5-main

static copper
#

Yeah, switch to the 5.0 branch if you want 5.0

lofty bear
#

Do I have to enable LWC in any way? If I travel to a "high" value coordinate (600 million units = 6000km), I get jittery movement in that axis..

limpid light
balmy tulip
#

everyone ready for the Float/Double migration to Real? 😄

eager hedge
#

it already broke a ton of widget blueprints for me, that was fun to clean up

#

progress bars want floats, unreal made all my bindings return doubles 🙃

balmy tulip
#

one of our devs downloaded the new one today

eager hedge
#

no way as far as I can tell to manually specify float vs double type of a variable, had to have UMG recreate the binding functions.

balmy tulip
#

he ran into some packaging issues because of it I think

eager hedge
#

yeah it definitely has some issues

balmy tulip
eager hedge
#

np

#

I get trying to hide float vs double stuff from designers or whatever, but they really need to have a way to manually specify which you want in situations where it matters.

#

Especially when it outright prevents blueprint compilation like that

#

Hopefully they're working on it and we're just seeing a very early implementation of it.

balmy tulip
#

yeah agreed, everyone uses it in their own way because they are rather versatile.

frank brook
#

anyone got a clue?

frank brook
#

migrated only used things to a diff project and retrying

crimson granite
#

Anyone else getting this crash? Happens whenever I open any material.

#

Even weirder, it's not zero

inland kelp
#

Hoffa I'm running into the same issue, did you ever figure this out? I'm using Unreal Binary builder

frank brook
#

ATHelper: Packaging (Windows): ERROR: Cook failed. UATHelper: Packaging (Windows): (see C:\Users\waldp\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UEstuff+UE_5.0EA\Log.txt for full exception trace) UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) UATHelper: Packaging (Windows): BUILD FAILED PackagingResults: Error: Unknown Cook Failure

Now I dig i guess

frank brook
#

got it working

#

sorta alex

sleek coral
static copper
#

Rip to all the commits trapped by the blast doors closing

ashen kiln
#

That's good thing though, we'll start to see lots of bugfix commits soon, and no more new features breaking other things 🙂

static copper
#

Early 2021 should be any minute now...

lofty idol
#

Metaverse will solve everything.

#

Probably.

lofty idol
#

no commits since 2 days on 5.0 ? 🤔

limpid light
#

probably just the Git sync is down

fierce pasture
#

Their Perforce infrastructure seems to be having issues in general

static copper
#

omg, I found it

#

I just had this happen again

hazy moat
#

interesting, ue5-main is closed, something starts to happen?

torpid valve
#

Closed ?

limpid light
#

actual last commit was like 20 minutes ago 😛 the git mirror is just down

echo ravine
#

5-main is not going anywhere

#

Release is on 5.0

limpid light
#

actually 2minutes ago

#

yes

hazy moat
#

Maybe i have just not paid attention before and it is just my error.

echo ravine
#

Git's just a mirror, and 5-main is not where releases happen

limpid light
torpid valve
#

i thought they had day off yesterday

#

federal holiday or sth

#

(becauuse p4 mirrors were also dead for most day) ;d

limpid light
#

Their US staff probably, but not everyone takes that day off in the US. Epic is also in way more countries than just the USA 🙂

polar lagoon
#

We Americans tend to think USA is "the" world.

limpid light
umbral sedge
opaque phoenix
torpid valve
#

why sync is dead again

paper hound
#

are they preparing merging to release 😄

torpid valve
#

nah

#

someone again doesnt know how the pr works..

paper hound
#

Sorry i'm not reacting to your comment, but to the fact that last commit on 5.0 was more than 24hours ago

torpid valve
#

ahh well that's also cauused by the fact that git sync is dead

#

there are new commits (;

paper hound
#

dang

#

Overall commits have been slowing down over the past weeks

zealous yarrow
#

I'll take that as a good thing

#

Tbh

ashen kiln
#

So, I can't blame those people, but it's still annoying 😄

#

I'm sure %99 of those PRs are created with that way.

torpid valve
#

that's why you fork first ;d

woeful hollow
#

I could have sworn there were some editor panels for debugging MASS stuff...but can't find em? Maybe I was imagining it....

ashen kiln
#

It's just matter of writing git push origin 5.0 instead of git push yourgithubname 5.0 🙂

woeful hollow
#

particularly interested in StateTree debug data...if anyone knows of anything useful

lofty bear
#

I have an Actor that just doesn't have the entire "Transform" field in the details pane in the editor.. How did I manage that? I'm pretty sure it was there in UE4.. It still shows the axis arrows in the level, but if I try to drag it, the mesh stays put, and the arrow snaps back to its original location when I let go..

#

I guess it's because I've set the RootComponent = ProceduralMeshComponent..

lofty idol
#

Just reduced my engine size of 170gb to 18gb with one simple trick!

shy willow
#

5.0 preview is out omfg

cursive finch
#

What branch is 5.0 Preview? 5.0?

#

Thanks!

full depot
#

Hold on

#

these two are not the same ?

#

Owwwwwwwww

#

So our guess that 5.0 is out for GDC gets quite solid

paper hound
autumn axle
#

wooah

full depot
#

Made my day !'

steep wharf
torpid valve
#

no

#

but unless

#

you are willing write bunch of code

#

it's not useable

steep wharf
woeful hollow
#

yeah, you need the statetree processor right now, which is a mass system

torpid valve
#

nah there are two schemas

#

mass and "normal"

#

you can use normal without mass

#

doesn't change fact, there is barerly anything, and you need to write lots of code to get it working

woeful hollow
#

ah, hadn't look at the non-mass schema

#

does the StateTreeBrainComponent work? Haven't actually tried it yet

#

waiting on engine build.....yawn

torpid valve
#

it works

#

at least it did in last month

sour rivet
#

I’m so happy

#

Preview 1

#

I was too lazy to build again

paper hound
#

same

balmy tulip
#

same here

#

we almost decided to build again

#

but yay!

full depot
#

I'm personally locked away from prebuilt (Or more precisly, I depend on source changes), but now that P1 is up, I can build the linked commit and know that it's a usable commit

eager hedge
#

Damn, just took a new commit yesterday 🙃

#

And I think it's a newer one than the preview lol

full depot
#

Which I will

paper hound
#

Any idea on how to fix UE5p1 FCoreDelegates::OnControllerConnectionChange.AddUObject(this, &UShooterGameInstance::HandleControllerConnectionChange);

#

'FDelegateHandle TMulticastDelegate<void (bool,FPlatformUserId,int32),FDefaultDelegateUserPolicy>::AddUObject<AGameMode,>(UserClass ,void (__cdecl AGameMode:: )(bool,FPlatformUserId,int32))': cannot convert argument 2 from 'void (__cdecl AGameMode::* )(bool,int32,int32)' to 'void (__cdecl AGameMode::* )(bool,FPlatformUserId,int32)'

#

Found it, in case people have issue with it, now it's not int32 anymore the second value, it's FPlatformUserId that used to be converted to an integer...

opaque phoenix
#

So chaos is enabled by default in preview 1. Does that mean it is usable now?

Correction : Intended to be usable on stable release?

paper hound
#

Preview is not supposed to be "usable" XD

#

last time i tried it was very "jumpy"

opaque phoenix
#

I mean it seems like epic is gonna be nudging people into it on stable release as well thats what I mean. Like oodle is on by default in 4.27

wheat salmon
#

Does anyone experience an issue with floats that are exposed on spawn? I'm not sure if its only numbers, but for some reason my float values are not set on SpawnActor. But other properties like structs, or arrays, the owner etc are set. I don't get what's the issue oO

gilded pecan
#

What commit is 5.0.0-preview-1 ?

hazy moat
gilded pecan
#

I somehow missed it. Cheers.

hazy moat
#

i more wonder what VS epic used to build pr 1? 😃

#

2019 or 2022

wheat salmon
#

hmmm BTW works fine with ints (Tick Count)

eager hedge
hazy moat
#

For me it is faster to compile than to download, somehow their minimum release is 12 gb size

#

download

#

i try my luck and launch compilation on 06288f0

gilded pecan
#

Epic servers fluctuate massively in regards to download speed.

#

I had to pull 4.26.2 a few weeks ago for work and maxed out at around 79MB/s. I'm barely hitting 20MB/s now.

wheat salmon
#

ohhh. ok. It tries to find a double property, but obviously I have a float property. so why is real a double and not a float <.<

gilded pecan
#

It is my understanding that real internally switches between both depending on use case and on how much precision is needed. I could be wrong though.

wheat salmon
#

hm but that's bad if I want to use it to set an actual float value and it tries to set a double <.<

#

hm ok, I feel the issue is the Spawn Actor node that wants a double for a float, argh.

vale hill
wheat salmon
vale hill
#

Probably not related - was on my mind because fixing hundreds of errors in a plugin cause fvector defaults to double

wheat salmon
#

yeah I'm well aware of this change 😄

#

hmm the header tool does mark it as FloatProperty. Why does the blueprint script looks for a DoubleProperty

vast wing
#

Do we know how the path of UE5.0.0 Preview tracks with releases of 5.1.0 Main? Is it now parallel, with "Preview" releases just coming a little later?

indigo cedar
#

lol

gilded pecan
indigo cedar
#

I was just talking about LWC in ue5-general.

jade bolt
#

Any way to go from ue5 source > ue5 preview? It mostly converted fine but I get the usual Failed to open map file. This is most likely because the map was saved with a newer version of the engine. (because technically 5.1 > 5.0 preview)

vast wing
quaint kindle
#

so the preview is likely the 5.0 source

#

the good news is that people will start convert their scripts/projects or plugins to the 5.0

dry halo
# vast wing I get that, sorry for not being more clear. I just want to understand the relati...

Preview is the same development as the 5.0 branch, the only difference is it is a tagged commit in that branch which we say "We think this is in a decent place, check it out and let us know what you think". The only real difference between now and the 5.0 branch before is that the branch is more heavily locked down so there should be no new features but there will be fixes to ensure things perform to a level we're happy with.

The development of 5.0 is not parallel to ue5-main. Fixes made in 5.0 will merge back to main but things in main will not flow to 5.0 outside of exceptional situations where small things are merged manually. ue5-main is a separate development and is not intended to be interoperable with 5.0 which we try to make explicit by changing the version in main to 5.1. Once 5.0 is fully released and we're further along in development we'll create a new branch from main to become the 5.1 development branch and main will become 5.2

dry halo
#

Thanks! Very excited (and mildly terrified) to see it hit public previews

quaint kindle
#

so the preview is the same version use to make matrix demo?

dry halo
# quaint kindle so the preview is the same version use to make matrix demo?

Ish? That was a custom branch to allow us to regulate the flow of engine changes and we paused it at some point to ensure we had a stable version to work from. The branch was from the UE5 development branch though so it's pretty much the same stuff.

The actual project we'll release eventually will be on the standard UE5 version you can get in the launcher

quaint kindle
#

anytime soon ?

gilded pecan
indigo cedar
#

@gilded pecan , the individual actors in the map.

#

Allowing multiple people to work on a single map, without having to worry about working over each other.

#

Also, this one. OpenCV Plugin (Beta). OpenCV is now a standalone plugin. The plugin uses OpenCV version 4.5.4 and adds new Blueprint nodes, such as for ArUco marker tracking and chessboard tracking.

#

There is a real lack in supporting non c++ integration into UE, compared with Unity.

#

Compare that to what you see in UE at the moment.

#

That's why I'm happy to see the OpenCV integration into BP.

torpid valve
#

the ML in engine as good as as what is done with it

#

youu have framework

#

it's made in code

#

there tools being made and exposed to engine using ML

dry halo
torpid valve
#

I haven't expected it, but really hoped Motion Matching will be in less experimental state in 5.0 (;

plucky igloo
#

Anyone know which branch is the 5.0 preview on github?

wispy finch
#

the only thing epic should really improve are the documentations. sometimes examples would be really helpful... i only say GAS or UnitTesting 😄

#

and yes i know there is an example project for this

plucky igloo
#

@lofty idol thanks!

lone hawk
#

Is Geometry Scripting meant to replace PMC?

#

or is it just adding on to it, PMC was pretty limited and slow compared to some other solutions

#

and to this day I never figured out why PMC seams don't work, still bitter about it

lone hawk
#

Is this a 4.27 feature? Just now seeing this for the first time

#

Thanks BTW

dry halo
#

It was at least 4.26 as Ryan wrote up a nice post talking about the Interactive Tools Framework in 4.26 and that talks about generating FDynamicMesh3s:

http://www.gradientspace.com/tutorials/2021/01/19/the-interactive-tools-framework-in-ue426

#

But all of this stuff is being iterated on pretty heavily so the stuff in UE5 is quite a bit ahead of that feature wise. Plus all the Geometry Scripting stuff is new

lone hawk
#

Cool! Lol guess I lost track of time with how long ago I was doing procedural meshes

dry halo
#

I haven't found much time to sit down and play with it all yet but I keep seeing cool gifs in status update emails and it's exciting

latent iris
#

I'm so jelly

#

I wanna see these gifs

full depot
#

BTW has anyone got any issue since preview 1 (or 5.0-main) on Chaos rigid bodies ? I've got weird behaviors depending on whether my mesh has a spherical/box collider or a convex collider.

#

Like, attach 2 convex colliders, and the child will ignore collisions. But if you attach two box colliders, it works as expected (as in, they both get collisions)\

dry halo
# latent iris I wanna see these gifs

There'll be plenty of gifs and videos I'm sure as we get to a full release. We generally don't like showing or documenting things until the full release as things are changing often until then

dry halo
coarse lion
#

Someone pointed on Twitter that the markertplace plugin still have better workflow for level creation, is there some improvements about that on the tool ?
Like mainly purpose bet will be to use it for speedup level design

full depot
#

I actually narrowed down the issue, but I'm very confused. Here's what happens. Fresh engine install, fresh project. I use only the template map and a mesh from /Engine/VREditor/BasicMeshes/SM_Pyramid_01.SM_Pyramid_01'

coarse lion
full depot
#

The only difference is that on the left, the bottom pyramid is the parent, while on the right, the top pyramid is the parent

#

Is that something to file a bug for ? Or am I missing something here ?

steep wharf
#

git reset --hard 5.0.0-preview-1? Is that correct to get my 5.0 branch to the preview? It's gone to a commit from 4d ago "Fix for Unity name collision on MakeArrayView."

full depot
#

Yeah that's the one commit

steady tendon
#

no updates on the pose search plugin huh. Coming in 5.1 maybe

#

ue5 is amazing though, really respect the updates they’ve brought. can’t wait

desert parrot
steep wharf
#

did for me

slim violet
#

I can't remember, which line do I put the public:

#

?

#

nvm. Figured it out.

latent urchin
#

Greetings. Is there a global toggle to use float for FVector and stuff?
I guess it's this line here:

File: E:\DevUE\UnrealEngine2\UnrealEngine\Engine\Source\Runtime\Core\Public\Misc\LargeWorldCoordinates.h
17: #define UE_DECLARE_LWC_TYPE_3(TYPE, DIM, UE_TYPENAME)            UE_DECLARE_LWC_TYPE_EX(TYPE, DIM, UE_TYPENAME, double)
wheat salmon
# wheat salmon hmmm BTW works fine with ints (Tick Count)

So. I narrowed this down to the fact, that in the end Unreal calls the setDouble property function instead of the setFloat as it for some reason uses a FDoubleProperty. My first thought was that UHT parses the code wrong, but looking into the generated file shows that the exposed property is marked as FFloatProperty.
The other thing I figured is, that in the Blueprint Unreal tells me, that the property is a Float Real, so the issue must be somewhere deep in the SpawnActor Blueprint node I think.
What I know: At some point my FFloatProperty becomes a FDoubleProperty which obviously is not able to set a float property^^
Does someone have an idea where I'd need to look at?

lofty bear
#

lol.. I spent the entire weekend figuring out how to make an installed build of the 5.0 branch 🤡

blissful flax
#

does any one know what branch is P1?

#

can't seem to find it on github

lofty bear
limpid light
median gulch
#

So is the preview ahead or behind the ue5-main branch? Or, to rephrase the question, if I switch to the preview version, will assets I saved on ue5-main still work? Has anyone tried it out yet?

fallen briar
#

behind

opaque phoenix
median gulch
#

Thanks

static copper
#

Billing mass as an AI system is accurate but also somewhat misleading

#

It's better to talk about the different modules individually

#

Oh well, it's not a bad bullet point

willow flame
#

I don't like it honestly. I can see what they were going for, but it seems pretty virtual-heavy for what is supposed to be a sort-of ECS system.

#

Which is a bit silly given that sort of thing is exactly what ECS is supposed to not do

static copper
#

Yeah the virtual fragment had me ready to throw holy water at my screen

willow flame
#

But I guess they have to work within some engine constraints etc for tooling

fallen briar
#

Unity went down the ECS path first and has run into so many problems biting off more than they can chew

#

this is a decent first step from Epic

willow flame
#

Will be interesting to see what they use MASS for though outside of AI, but tbh I'll probably still just do my own thing when I need something to be done at scale.

#

Can totally see what they are trying to do with it though, but it's still not that much different to actors + comps really :/

latent iris
#

Depends for me. If it works well enough, might be good enough for people like me.

willow flame
#

Just, using USTRUCT instances instead of components

latent iris
#

My first testing with it though - meh.

willow flame
#

So far it seems like a way to abstract your actor + component simulations into just data

#

So you can simulate stuff at scale without all the overhead of actors + comps

static copper
lofty idol
static copper
#

not really the same thing

#

Mass was used for crowd sim in the Matrix demo

fallen briar
static copper
#

absolutely lol

#

Epic is more concerned with keeping stuff that works

#

to a fault some would say

willow flame
#

ECS is overrated IMO 😄

static copper
#

for massive scale games it's a legit thing

#

but for most games it's religion at best

lofty idol
#

Honestly, so far I have doubts whether Mass will continue development. We have modular gameplay framework initiative, then the scripting language coming up (though doubtful whether that'll be included in the engine), and now Mass.

willow flame
#

Yeah, but i think for massive scale you always need some kind of bespoke solution

static copper
#

some people (me) love thinking in composition so I'm definitely a zealot

willow flame
#

this is now yet another an ECS discussion

lofty idol
#

Fortnite will be the important metric for success for the 3, and only the first 2 is being used on it

static copper
#

Mass is barely a few months old

#

not really sitting around collecting dust

willow flame
#

Depends what other internal goodies epic are working on too I guess

#

I find it hard to believe they made MASS purely for the sake of a tech demo

lofty idol
#

But so far it isn't picking up steam either ¯_(ツ)_/¯

willow flame
#

For an extremely crap film, nonetheless

fallen briar
latent iris
#

Maybe for some upcoming thing in Fortnite

static copper
#

they already have an ECS for the sequencer transform internals

willow flame
#

I guess Fortnite is a platform in an of itself these days

#

To deliver you with hot and spicy new C O N T E N T

lofty idol
willow flame
#

tbf they're useful in their own right though

static copper
#

I'm more frustrated with Network Prediction getting killed off honestly

lofty idol
#

EQS never made it out of the beta, though it is technically feature complete

static copper
#

that would have been more of a gamechanger

willow flame
#

Yeah it's sad to see Dave leaving 😦

#

They've done too much work on that to leave it hanging

#

Someone has to pick up the torch

torpid valve
#

the virtual entry points

#

are rare call sites

#

unless you choose to put your virtual function into tight loop

#

ie. Calling one virtual to iterate over 10000 entities

#

won't change anything

torpid valve
#

despite how it looks, there bare minimum virtual required to get it working with engine, and make it extensible, at least that what I got from talking about it with the author (;

static copper
# cedar tree wat

last commit was Dave nuking the readme and saying it's pretty much toast

torpid valve
#

yeap

#

but it's not nuked yet

#

the async part is

#

which depending on perspective might be just as well nuked 😄

static copper
willow flame
#

Just going to direct people to the first line of that Readme when they say "i want networked vehicles where do I start"

static copper
#

afaik it stores things in a pretty tight way so I don't care if the higher level processes are OOP style

willow flame
#

It looks like they are still planning to refactor character physics into it though, but the actual physics integration is a noop

static copper
#

I'm happy with a new CMC

torpid valve
#

the rollback physics also got nuked

willow flame
#

Doesn't shock me tbh

#

Not an easy problem to solve

#

Heroic effort though

torpid valve
#

yeah I guess it will be easier to just correct fixed step

#

with fixed step you have similiar enough sims

willow flame
#

IIRC the physics integration required fixed step anyway

#

But the problem seems to be resimulation for rollback is just way too expensive

#

For anything at scale anyway

#

Fine if you're making rocket league

#

less fine if you're making an open world

static copper
#

the other problem they hadn't gotten going yet was "bubbles" of cause and effect

#

resim causing a resim causing a resim

#

I forget what the plan was

#

smaller simulation state = easier rollback netcode

willow flame
#

Urgh. Such a depressing commit

#

GG though

torpid valve
#

yeah Really hoped that they move some of gameplay code to async by release

#

oh well

willow flame
#

Can't say they didn't have a solid bash at it

torpid valve
#

at least the part I do is fixed tick

static copper
#

what does setting up true fixed tick even look like? just a thing called every n ms?

#

or does it need to be a completely separate thread?

#

there's no way it's literally just a tickrate

torpid valve
#

it really depends how accurate you need it to be

willow flame
#

IIRC it forces the whole engine into fixed mode no?

torpid valve
#

nah

#

im it's option but im not doing it

static copper
willow flame
#

Yeah

torpid valve
#

some things I Have just component setup to TickRate -=0.033

#

and it's good enough

static copper
#

if it doesn't need to be perfect that

#

that's probably just dandy

torpid valve
#

some are more advanced, I do frame counting, and do separate updates for rendering

#

if it needs to render something at 120 fps but updates only 30

static copper
#

splitting rendering and simulation is the big goal, yeah

torpid valve
#

yeah it's not that hard to do actually

#

but If you don't have framework for it

#

it's just loads of boilerplate code

#

not to mention, unreal is not friendly for updaeting transforms

#

and now you have to do it twice -;-

#

still for me it's generally worth it

#

i have fixed gameplay code which runs at the same rate on server and clients

cedar tree
#

has anyone figured out how to use the new lane based navigation system? 🤔

static copper
#

I got some lanes made but I can't get stuff to use them yet

cedar tree
#

or wait, are these "zone graphs"

#

no idea

hazy moat
#

anyone else tried to compile 5.0 branch today? did it compile?

solid cypress
#

Not sure how much relevant to UE but this could be related to some R&D for zonegraph

woeful hollow
#

the zone graphs are easy enough to set up, I haven't got as far as actually having entities using it yet, still poking around.

torpid valve
#

yeap it's probabaly it

#

this guy is working on it for Epic

solid cypress
#

yup, looks like cool pathing for any size agents on single nav data.

torpid valve
#

either way, ZoneGraph is not really working. Right now it is more proof of concept

#

there is no tools, little support in StateTree

#

a setting up, is really lots of clicking 😄

kindred walrus
#

built dedicated server from tagged release 5.0.0.preview 1 and got this error when I run the server:

Assertion failed: GDefaultMaterials[Domain] != nullptr [File:E:\dev\UnrealEngine-5.0.0-preview-1\Engine\Source\Runtime\Engine\Private\Materials\Material.cpp] [Line: 537]
Cannot load default material 'engine-ini:/Script/Engine.Engine.DefaultMaterialName' from path '/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial'

anyone else facing a similar issue?

#

actually a bunch of default editor assets are not loaded because they're tagged as editor only data, e.g.:

LogUObjectGlobals: Warning: Failed to find object 'Texture2D /Engine/EngineResources/WhiteSquareTexture.WhiteSquareTexture'
Error: CDO Constructor (Canvas): Failed to find /Engine/EngineResources/WhiteSquareTexture

torpid valve
#

they should not load on server

#

(same as materials)

woeful hollow
#

anyone found any useful debugging stuff for StateTree?

#

GameplayDebugger tells you what ST is running for an entity, but it isn't selecting first state

kindred walrus
kindred walrus
#

not in my project. The assertion that failed is in editor code 🤔🤔🤔

torpid valve
#

So it will be fixed

#

just wait (;

wheat salmon
#

what's broken on it? 😮

#

oh, ok :/

woeful hollow
#

ugh, still no 'implement virtuals' support in VS2022....y tho

wheat salmon
#

btw. anyone else experiencing that float values on an actor if exposed on spawn are not set at all, because the engine tries to set them as double?

woeful hollow
#

you have to type the declaration though....VAX you just select 'implement virtuals' and a new window opens and you just check which virtuals you want to override, and ta-ta, they're all done for you

#

I'm between jobs this week, on my personal computer, my VAX license expired

#

I thought 2022 might have got close to feature parity

#

my license is years old, think it only covers up to 2017

torpid valve
#

I do recommend ReSharper

#

it's cheaper

#

and it's get cheaper as you keep renewing

#

and it works better than vax

woeful hollow
#

can't bring myself to shell out just for a week, and using unreal with vanilla VS is just making me angry

#

oh ok, that might do

#

ta

#

been meaning to give Rider a whirl actually

wheat salmon
#

If you are looking for an awesome coding exp: go for it. If you have a lot of hard debug sessions and don't want to use VS just for debugging, you might want to wait for Riders Debugger to improve (it already is good, but still some stuff that VS has missing or is not as good)

woeful hollow
#

I could live with just nipping back to VS for tricky debugging stuff, as long as the basics work in rider

#

installing now anyway

wheat salmon
#

^^ do it 😛 I use it since the reveal and for ~ 5 months at work and I'm addicted 😄

woeful hollow
#

seems nice and responsive so far, already a plus 🤞

wheat salmon
#

^^ be aware its EAP, so it can have some issues

zealous yarrow
#

Been using it for over a year, haven't touched VS once in that time

Also yet to have any issues with their debugger

woeful hollow
#

hmm, symbol search is missing stuff

wheat salmon
#

your symbols or unreal symbols