“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. “
#ue5-engine-source
1 messages · Page 15 of 1
I worded my sentence wrong.
Oh i agree with you 100% like i said bad choice of wording
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
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
wait FSR could work on quest 2? That could be something useful for the team
I already made CAS work in a Quest, so it should be totally possible
I wanna know more about this
You can get the plugin here: but it only works up to 4.27
we use quest 2 and aliasing is a headache
we use 4.26 so worth a shot
However I would use this optimized version: https://gist.github.com/atyuwen/78d6e810e6d0f7fd4aa6207d416f2eeb
is this production ready?
It's just an modified shader optimized to run faster on mobile. You're going to need to replace the default one from the plugin or the patch
TSR is made specifically for unreal to complement unreal features like Lumen. The Temporal is key here
that's being said VR is second category citizen in Unreal
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
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
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
that's prolly still miles better than Unreal : P
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
Unreal's VR might do leaps if Fortnite ever goes VR and has some success 🤣
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.
If we're honest, unity is likely miles ahead still on anything 2D/mobile-ad-powered/VR
Doesn't even need to be good at it
Unreal isn't really targeting those
Not sure what gen 5 gpu means in this context, but FSR doesn't work on anything below 10xx series for nvidia, while TSR even works on 2nd gen maxwell 970.
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.
Oh, nice! Thanks, I haven't had time to look into it or trying anything. I'll definitely try to open it before I start looking into the error. I'm not using 3DSMax or SketchUp either.
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.
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.
Look @lofty idol
can you send me a private message to talk about it?
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
so just use it ?
It breaks some of our internal tools 
Is there a way to limit the platform support and other "plugins"/stuff (like Datasmith and ZenDashboard) when building from source?
- run setup.bat with the platforms omitted
- build from your game project
you can edit .uplugins to be disabled by default too
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?
Setup.bat you run without arguments. You need to have a game project associated with the engine (easiest to have in the same directory structure) and when you build that project it only builds the parts of the engine your project is actually using.
I want to switch to physx in ue5, for me chaos is a joke, help
I think chaos will be better in the future
At this stage it might make more sense to investigate how to tweak Chaos for improved quality and performance, since PhysX will be going away long term
I don't think PhysX can be enabled again after double support
are you having problems with ragdolls in ue5?
Just accept PhysX is going away and learn how to work with Chaos
auf
chaos just doesn't work correctly
Was kinda hoping it would be going better on 5.0 branch these days
Clearly working as intended 🥲
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.
LucenDev did a great breakdown of current Chaos: #ue5-engine-source message
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
Jagshemash! Usually it's easy, just need to recompile it. There might be broken references to things that have moved or changed in the engine, and you need to have enough knowledge to fix that on your own.
i can try xP i know how things work so i hope i can figure it
Good luck! Also check out the .uplugin file, if it has an engine version there just remove the line
ok awesome thanks i will bother you again guys if i couldnt solve xD
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..
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.
There is a template TVector2 that you can use to make a version with a float, double or whatever you want. FVector2f and 2d are indeed just typedef shortcuts
typedef UE::Math::TVector2<float> FVector2f;
typedef UE::Math::TVector2<double> FVector2d;
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.
What is the difference then?
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
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?
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 🙂
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
5.0 is receiving almost no changes these days 🕵️
I'm addicted to engine commits now
I'm going to be compiling main versions until I get burned
Yes, I'm expecting first preview release soon.
can't wait
This error was fixed by https://github.com/EpicGames/UnrealEngine/commit/07493b29bd3344e92d24ac6bb2a71d85a1c1ef13. It had declared its own overload of MakeArrayView that was sometimes ending up in the same unity file as the call that triggered the compile error.
lol, what are you smoking - release staging branch got an updated 15 hrs ago
is that branch relevant for 5.0? I was looking at 5.0 in both git and p4.
that's the branch where 5.0 release comes from afaik
release comes from this https://github.com/EpicGames/UnrealEngine/commits/5.
said who ?
said Epic in pinned posts
no its not 😛
release-staging stuff goes into 5.0 when it's ready, unless they specifically changed how things were, for 5.0
Is not it for staging changes which go into main, not into 5.0?
main is not for release
I am not Epic though, so I don't know what's going on in their github these days 😛
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
Epic has a lot of branches that dont go on Github, and are only in their Perforce
not for merging into 5.0, as you said
and I am saying prior to UE5, release-staging branch had stuff prepped for release
therefore activity in staging branch has no impact on 5.0 branch as it is stuff for 5.1
can you show me commmit in the release-staging branch indicating it was upped to 5.1 ?
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
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
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 🙂
ah, noice. Congrats!
thanks 🙂 exciting and scary all at once 😂
Anyone tried texture painting in the latest github build?
Anyone knows is 5346eb1 aka latest 5.0 building works? vs2019. Commits from day ago it was broken for me. Thanks.
no
just
learn to live with Chaos
the engine moved fully double
and physx will straight not work with it
easier to die than live with chaos, bugs and lags, virus physics engine👹
if it works, compile/use chaos to false and compile physx to true
as soon as there is a preview/release I would suggest you to precisely report all of them. That is probably best you can do now.
xD
Changes in release-staging can go into 5.0, but don't always. Development for 5.0 is primarily in the 5.0 branch.
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"}
😦
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?
visual studio gives errors when compile ue5.0 physx, has anyone here ever compiled ue5.0 with physx?
Consider using https://github.com/ryanjon2040/Unreal-Binary-Builder if the CMD scares you.
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
Which branch should i use for my jenkins server?
Anyone still getting a lot of crashes on DX12 and RTX 3000 series cards?
Tons
Hey, anyone know why since several weeks the newer UE5 versions from main branch won't compile?
The engine decided to recompile again. I looked into installed builds, but got error when following the guide. Also tried out the binary builder you linked, and clicked "start", and it failed after a few seconds saying some Microsoft error "multiple projects cannot be selected" or something..
Guess I'm just gonna wait for the next official release of UE5..
chaos = virus
Chaos is doing pretty well in latest state of 5.0 though.
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
If the engine would compile 😄
wtf are people saying chaos is a virus? xD
I thought they weren't deprecating removing support for Physx until at least 5.1 last I heard?
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.
Also, Chaos got a bunch of fixes yesterday. - https://github.com/EpicGames/UnrealEngine/commit/6c791ff4954c05c11f25848bd7be64c8e42f3843
The Chaos Cloth solver is better than Nvidia's at this point, so that's a good thing.
PhysX if effctively dead in UE5, unless you want go to pain and restore float switch
Other than Omniverse, does anything else use the "next-gen" PhysX 5?
No, it's not released to public yet, probably will never happen
Recent commits looking good, might have to build and test soon
A later revision of S3CacheStore.cpp removed those variables to fix those errors.
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
This version is from yesterday
Which branch did you use?
The latest version of the file in ue5-main (and 5.0) no longer defines the variables in the compile errors that you shared. https://github.com/EpicGames/UnrealEngine/blob/ue5-main/Engine/Source/Developer/DerivedDataCache/Private/S3CacheStore.cpp
Mine too, but specifically Lumen + DX12. When I disable Lumen the editor/runtime becomes a lot more stable. I ended up switching to Dx11 for testing because it is so much more stable.
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.
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
For an experienced user how bad is UE5 source to use rn
Is it somewhat stable or still buggy af
depends on the day
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
I think I’m gonna start using it I’ve been dying to work with it
if you know what you're doing and understand the work involved it's not hard to deal with.
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
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
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
ah
I mean, if you're experienced enough to deal with it then go for it. I guess previews should be coming soon ™️ anyway
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
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
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.
You can't exclude IOS from Setup.bat. That's how it is unfortunately. I think there's a hack if you put some png files in a specific folder you can avoid it. But I just don't bother and download all the dependencies.
? i exclude almost everything from linux to ios..
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
if your on a ios pc.
It's been a general complaint for quite some time ago how excluding dependencies don't untangle some IOS crap
I'm using Windows
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?
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
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?
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
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
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..
I think you're mostly fine, probably with a big page file you're not going to need to limit your threads
after running setup.bat you delete IOS & TVOS folders in Engine\Source\Programs\AutomationTool
after that replace modified InstalledEngineBuild.xml in \Engine\Build
i really wonder when EPIC makes -Set:HostPlatformEditorOnly=true or -set:WithIOS=false work like it should be
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
when people do not need apple garbage then it should be possible to "boot" this garbage 100%
Thanks! That's what I was doing wrong. I was replacing the xml before setup.bat and still was having MobileDeviceInterface error
I constantly build 5.0 with this hack successfully without downloading apple trash at all
You saved me some precious space 😃
Did you make that file? This is the diff: https://www.diffchecker.com/5cUxUD7Y
It feels so.. wrong. What if my version of UE5 differs from yours and expects something that's not included 🥸
Yes it is an hack sadly but for me it works but i repeat it is an hack until there will be official cli option to exclude apple garbage 100%
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..
I learned this from author of UBB, Unreal Binary Builder
5.0 a5b9f97 build ok for me, just mentioning.
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
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
I'll try that thank you!
picture shows location of this file
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
wow lucky, i myself tried everything from pagefile to whatever trick but only this xml fixed for me
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
Just build speed on the engine though right?
i am no coder myself, just a hobby builder of UE5. Maybe someone could explain this better why it works but for me it just works
I even limited my pagefile to coulple of gigabytes max to prove myself that/if Unreal still built success
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
Is 220gb not enough space :p
@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?
I have a USB 3.1 type c fast ssd for building
I cannot ever guarantee success, ever, but this is my personal build graph. NB: you have to find option meanings from online or unreal docs
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
I would also advise against using ue5-main as well. It's super broken.
I think we're all talking about 5.0, not ue5-main
ue5-main should be avoided at all cost, like Gulop said it is super broken from every part
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
I've been trying on 6b10e3f today, two after yours, so it should be fine.
Allrighty, I'm gonna try your .bat 🤞
make sure you understand options what they change or exclude as it is only my personal choice
@strong agate #ue5-engine-source message try this.
I thought it didn't work for a second, but it just doesn't output in the cmd 😅
yes i dump to .txt file
Just untick the DDC compilation, otherwise it's going to take a long time (took 4h on my 5950x). With base settings it's about 30 minutes.
At this point I don't really care what's included as long as it runs. I'm going to bed while it builds.
I'm probably gonna delete the entire thing as soon as they release a proper version of 5.0.
If my mod fails then you could try luck with UBB tool
I already tried, and it failed sooner than my manual attempts. And gave me Chinese buttons on error messages. big yikes
UBB is just a graphical interface for the Unreal Automation Tool (UAT).
Try asking in the UBB Discord. I've never had issues with it on multiple PCs.
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?
Good luck, myself learned my way from UBB. Was easier for me later on
It just closes on error and on success which you will be seen by log and if success then "dont remember folder name" appears in unreal source folder
yeye nice. "LocalBuilds/Engine/" I guess?
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
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.
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
Yeah I've tried to use Unreal Binary Tool in the past but I never managed to make it work, it always fails when trying to run the prerequisites installer but that's because Binary Builder didn't run Setup.bat while I believe it's supposed to do so?
If I have to run Setup.bat by myself I'd rather do it by hand
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?
yep
depends on the number of build configs you're building and how many leftover intermediate files you have
@_@ That seems so much bigger than ue4
I hit almost 300GB in the engine dir from creating an installed build, but that's multiple build configs and all modules.
What would the purpose of multiple build configs be?
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?
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.
I see! That makes sense @_@ I think i might just allocate half a tb so it's not a problem in the future...
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 💌
any interesting commits this week?
so chaos might be production ready with stable release?
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
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
that's a bit too deep in the filesystem to build unreal
assuming it's just a folder url length issue
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
google says server issue
try again and pray it doesn't explode this time I guess
bummer
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
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?
I just built it too and shader compiler crashes due to out of bounds array access 😄
do you guys experiencing issues with destroying actors on latest 5.0 builds ?
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
thank you
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.
Yeah, was just trying to figure out how much stuff gotta purge from drive 😛
for me it is 260gb to build a safe bet (without iOS garbage of course)
Okay so i finally got ue5 to compile mostly... 73 succeeded 1 failed
Is zendashboard anything to worry about?
is only zendashboard failing ??
Yeah is that an issue?
no
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?
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.
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?
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
Plenty of differences!
i've never done it so it's a new world for me
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)
interesting, if that's the case, why doesn't epic update the launcher version?
i assume there's a lot of reasons, just curious
i'm referring to ue5 builds
Yeh, that UE5 will get a .1 .2 .3 etc
what i'm saying is, if there's been multiple updates, why haven't epic updated the ea version
what exactly has lwc introduced exactly ?? an extra float for tile position ??
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.
ok, fair
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.
question, anything interesting between the ea2 build and the most up to date ue5main source?
Epic got a lot of work done in the 8 months since ea2
I've just not seen much about it since ea2
didn't realise it was a funny question 🙄
well, hard to say whether something is interesting or not without knowing your interests
well, is it just bug fixes, or any features added, i can't seem to find any update logs or anything anywhere.
heck of a lot more than just bug fixes
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
reading commit comments (https://github.com/EpicGames/UnrealEngine/commits/ue5-main), surfing twitter
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
thanks - i'm new to the github source side of things, so it's a good shout to look there
@torpid ocean EA2 pretty old at this point - would definitely recommend using 5.0 over it
I think I went with the wrong branch, it's more recommended to go with 5 over ue5-main right
depends on what you're after, some 5.1 features aren't going to be in 5.0, some things that work in EA2 break in 5.0 (like the stack-o-bot example project)
What features are getting pushed back to 5.1?
features that aren't deemed ready... your guess is as good as anyone not at Epic. Things in 5.0 as of now might be taken out, other stuff might get merged in. You can compare the two branches if you're really curious.
Can anyone point me to any documentation or give any input on what to use instead of "GetToolbarTab" in UE5?
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?
@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?
its camera relative rendering, not doubles on gpu
@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
I know, I was just wondering if they'd eventually let us use doubles (I.E that meshes can use LWC) or if LWC is strictly for movement between meshes spawned relative to camera.
All actors in the world now have double vector precision, so you can make a really really really large map now without shaking issues when the player/camera moves far out into that world.
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
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.
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
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".
If you've ever made a game with a large world then you've had to implement "origin shifting" on your own to get around the float precision issues. LWC support in UE5 just makes it a lot easier to create games with large worlds, thats it.
Origin shifting is an advanced subject that not everyone can implement, and takes effort to do
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.
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
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);?
You should be using FVector directly
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
This doesn't really resonate with what I'm seeing in the engine code, or with what we just talked about earlier here. Plenty of variables have been changed from FVector specifically to FVector3f.
I'm sure plenty of those actually need to be float, but there is no general reason to move to a float type
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
"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?
Yes, you would gain entire bytes there
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
You won't get any benefit from converting double to float unless your code is highly cache coherent and/or using simd instructions.
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.
The places where FVector3f is used are either:
- very tight sims (like cloth which is done in local space)
- Converting transforms before sending them to GPU.
If you don't have similar high performance/local space only requirements, it's not worth it.
What is even the point of converting FVector to FVector3F
?
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.
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
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..
You should minimize conversions, regardless of the actual type needed
If you're going to convert more with FVector, use FVector3f, or the reverse
For places where I do need to convert between TArray<FVector> and TArray<FVector3f>, what is the absolute optimal way of doing so?
There isn't one really
Yes. But depending on what exactly you doing it's not that simple.
For rendeing you should convert them to camera space (like the rest of engine)
For physical simulations.. you should just use doubles.
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
there's a setting in lumen, something about precision that's defaulted to 1. if you set it to 2 it should fix some of it
tho i didn't play much with it
my guess is your Lumen settings reverted to global instead of detail. I've seen that happen for a few people who were using EA previously.
Check under your PP volume settings, under Lumen. Think its called "Software raytracing mode" or something like that
I was meaning i'm having an issue after building
This is in editor
The previous image was a built version
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?
My "backrooms" senses are tingling 👀
Yeah i was trying to transfer the files because it's currently on a windows vm i'm vncing into
Probably
Is it possible between cloning the engine between 1.5 days ago and about 4 hours ago could of caused this?
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
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
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
Can I read that as "Let's use double everywhere #YOLO" ?
¯_(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.
Honestly that's pretty much it - 64b types are quite fast
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
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.
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
absolutely, and the most common cases are just fine using doubles
If you have a distributed server architecture you absolutely can
yes I pretty much did the same approach as GW2's system
not storing empty maps etc
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
aye the maps took up a considerable amount of memory, even with large cells
memory is pretty cheap though, relatively speaking 🙂
yeah, but mobos have limited memory slots 😄
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...)
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.
Quote: "Whereas DDR4 had a maximum die density of 16Gb, DDR5 quadruples that number to 64Gb."
but yeah you can apparently get up to 256GB DDR4 sticks for servers. Sorry we're getting off topic here 😄
Yeah, I was looking at server memory yesterday adbn you can get stupidly big ddr4 ram.
probably just more chips on the board + custom controllers. That means we might see 1TB modules with DDR5 😮
higher density DDR4 is also much more pricier than DDR5
that its when the prices normalize 😄
DDR5 is denser by design
Depends if your server supports ddr5 or not, really.
I was looking at threadripper motherboards and it's all ddr4 😦
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
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!
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 😆
If you have the money and capacity, Intel for cooking and AMD for compiling 😄
Puget Systems
Intel has launched their new 12th Gen Intel Core desktop processors (code-named "Alder Lake") featuring support for DDR5, PCIe 5.0, as well as a completely new hybrid architecture using a mix of Performance and Efficient-cores. This is a lot of new technologies in one product, so we are excited to see how much of a performance boost the 12th Gen...
For personal or workstation machines, yes, they just don't have the core count to match my 3990X 64 core Threadripper build machines 😄
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 😄
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.
damn 😦 the hardware situation is just shitty all around, and wont improve any time soon 😦
We found these amazing Gigabyte machines, but apparently they only made a few hundred of them and then couldn't get any more Threadripper CPUs for them. 😦
https://www.gigabyte.com/Enterprise/GPU-Server/G182-C20-rev-100
Only thing I wasn't happy about was the m.2 slot goes through the chipset instead of direct to CPU 😦
Disagree
Go on...
I have threadripper
and I can't imagine living without it
my only regret is that I have bought 24 core instead of 32
I mean, I would love to give all developers a Threadripper workstation, it just costs to much.
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.
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
Not convinced they are even close to the same league
for compilation and/or cooking 😄
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?
Just look at the benchmarks I just posted above
there is another benchmark on the same page for all the TRs...
And the 3995WX here
https://www.pugetsystems.com/labs/articles/Unreal-Engine---Intel-Xeon-W-3300-Processor-Performance-2203/
Puget Systems
AMD's new Threadripper Pro CPUs are here, combining many of the features from their Threadripper and EPYC CPU lines including increased memory and PCI-E capability. But are these extra features useful for Unreal Engine, or should you stick with the normal Threadripper processors?
ok im spiled but for me
650 vs 900 seconds
is eternity
not to mention I can do 6 other things when its compiling 😄
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
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
I bought a 32 core TR build machine not long ago 😛 currently using a 8 core i7 10700K workstation and Im ok with that 🙂
then all the better to you 🙂 Im sure you would think differently if you'd have to purchase hardware for a team of 20
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 🙂
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
Its possible the engine source is broken, but usually when someone has a redefinition issue they are just updating and building the source wrong. If you are copying the sources from git to another folder, and not deleting the source files first, then you are creating duplicates since Epic often moves or deletes files.
If you are building straight from your cloned Git repo then you should be ok on that
im doing the latter
then its probably Epic who broke it and you need to wait for a fix
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
can confirm a buildbot who builds daily also has the same error you posted, so its not just you
ah okay cool cool
updates on Git seem to be behind atm
im tryna play with Large World Coordinates, do you know of a way to find a building commit hash?
This is the last one I know confirmed building
https://github.com/EpicGames/UnrealEngine/commit/b266a1cf7446e853407612a6fdd22b30dd1988ed
thankyou! i will checkout to that now
Also Epic has fixed that compile error internally, it will appear once the branch on Git updates 🙂
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
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?
2019 is supported, but I believe 2022 is becoming default or already is
what msvc toolchain can i use with 5.0
it doesn't seem to like the latest 143
I havent seen that error, but I upgraded to 2022 a while ago
your error points to it using a 2019 compiler
yes, 2022 is 17.1 afaik
oh wait, you are right
VS 17.1, but MSVC toolchain is 14.31
yeah i was gonna say it says 2022 in the name
but it appears this version is banned so im installing 142
I'm using v143 but it seems to be 14.30
probably just a brand new update that hasnt been tested properly yet
.. 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 
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
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?
But the overall suggestion would be to use 5.0 branch.
I was, but the latest source version was the 5.1 :/ it automaticly downloaded 5.1 when i was geting ue5-main
Yeah, switch to the 5.0 branch if you want 5.0
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..
its enabled by default and you cant even turn it off
everyone ready for the Float/Double migration to Real? 😄
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 🙃
one of our devs downloaded the new one today
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.
he ran into some packaging issues because of it I think
yeah it definitely has some issues
Thanks for the heads up on that
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.
yeah agreed, everyone uses it in their own way because they are rather versatile.
anyone got a clue?
migrated only used things to a diff project and retrying
Anyone else getting this crash? Happens whenever I open any material.
Even weirder, it's not zero
Hoffa I'm running into the same issue, did you ever figure this out? I'm using Unreal Binary builder
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
ended up using commandline to package
Rip to all the commits trapped by the blast doors closing
That's good thing though, we'll start to see lots of bugfix commits soon, and no more new features breaking other things 🙂
Early 2021 should be any minute now...
no commits since 2 days on 5.0 ? 🤔
probably just the Git sync is down
Their Perforce infrastructure seems to be having issues in general
omg, I found it
I just had this happen again
interesting, ue5-main is closed, something starts to happen?
Closed ?
actual last commit was like 20 minutes ago 😛 the git mirror is just down
Maybe i have just not paid attention before and it is just my error.
Git's just a mirror, and 5-main is not where releases happen
That column is the last PR, not the branch status. When a branch is "closed" on Github it is deleted and disappears from the list.
i thought they had day off yesterday
federal holiday or sth
(becauuse p4 mirrors were also dead for most day) ;d
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 🙂
We Americans tend to think USA is "the" world.
that is true 🙂
Is there a way to view the original repository or is it not public?
its not public
reminds me of the Star Wars A New Hope scene 😂
are they preparing merging to release 😄
Sorry i'm not reacting to your comment, but to the fact that last commit on 5.0 was more than 24hours ago
ahh well that's also cauused by the fact that git sync is dead
there are new commits (;
Actually, you can open those pull requests automatically if you git push your HEAD into epic's remote instead of your account's remote by mistake.
So, I can't blame those people, but it's still annoying 😄
I'm sure %99 of those PRs are created with that way.
that's why you fork first ;d
I could have sworn there were some editor panels for debugging MASS stuff...but can't find em? Maybe I was imagining it....
You can still do that if you have epic's repo as origin remote (I'm also working like that to merge changes easily from upstream)
It's just matter of writing git push origin 5.0 instead of git push yourgithubname 5.0 🙂
particularly interested in StateTree debug data...if anyone knows of anything useful
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..
Just reduced my engine size of 170gb to 18gb with one simple trick!
5.0 preview is out omfg
Hold on
these two are not the same ?
Owwwwwwwww
So our guess that 5.0 is out for GDC gets quite solid
wooah
Can StateTree only be used with MASS entities?
Sounds like an alternative to https://www.unrealengine.com/marketplace/en-US/product/logic-driver-state-machine-blueprint-editor. If so.
yeah, you need the statetree processor right now, which is a mass system
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
ah, hadn't look at the non-mass schema
does the StateTreeBrainComponent work? Haven't actually tried it yet
waiting on engine build.....yawn
same
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
Damn, just took a new commit yesterday 🙃
And I think it's a newer one than the preview lol
You can also just use the tag, https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0-preview-1
Which I will
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...
So chaos is enabled by default in preview 1. Does that mean it is usable now?
Correction : Intended to be usable on stable release?
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
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
What commit is 5.0.0-preview-1 ?
hmmm BTW works fine with ints (Tick Count)
almost definitely 2019. They build with the lowest supported version.
thanks
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
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.
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 <.<
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.
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.
Sounds suspiciously related to lwc change for doubles
Well depends. It doesn't make sense, as:
UPROPERTY(...)
float bla;
has nothing to do with LWC. Sure, they changed stuff to it is possible, but why does the header tool create a FDoubleProperty for an obvious FFloatProperty?^^
Probably not related - was on my mind because fixing hundreds of errors in a plugin cause fvector defaults to double
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
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?
lol
ue5-main is not just UE5.1. It's the main dev branch that will be broken out into UE5.1/UE5.2, etc.
I was just talking about LWC in ue5-general.
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)
I get that, sorry for not being more clear. I just want to understand the relationship of Main to Preview; obviously EA was not parallel to Main. I'm assuming Preview is parallel, but just wanted to check both if that's the case, and if it's now better to go with upgrades from the launcher than with continuing to do builds?
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
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
Hex edit 😸 .
Congrats on the milestone!
Thanks! Very excited (and mildly terrified) to see it hit public previews
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
anytime soon ?
Any favorite features in 5.0 that are a bit under the radar / not in the spotlight so far ?
@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.
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
I haven't been keeping track of what people are talking about to know what is and isn't under the radar but I'm a big fan of the Geometry Scripting plugin that lets you dynamically create and edit meshes using blueprint nodes or python.
I haven't expected it, but really hoped Motion Matching will be in less experimental state in 5.0 (;
Anyone know which branch is the 5.0 preview on github?
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
@lofty idol thanks!
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
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
Cool! Lol guess I lost track of time with how long ago I was doing procedural meshes
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
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)\
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
to tide you over, Ryan, one of the main devs on the geometry stuff, did a video a couple of months back showing him using the modeling tools he's been working on: https://twitter.com/rms80/status/1470198752145293316
“Lighting is hard. #3December day 2 - Scooter! Everything modeled in UE5.0 Modeling Mode. @Sketchfab https://t.co/5ozk27aH9L“
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
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'
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 ?
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."
Yeah that's the one commit
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
So this is to use the preview did that work?
did for me
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)
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?
lol.. I spent the entire weekend figuring out how to make an installed build of the 5.0 branch 🤡
The branch is 5.0. The commit is tagged with 5.0.0-preview-1. It's from february 18th.
07493b29bd3344e92d24ac6bb2a71d85a1c1ef13
ah thank you
Why would you want to do that? If you need a float vector you can use FVector3f or simply TVector<float>.
Epic has done a lot of changes to the engine to use double precision + optimizations so it wont be slower.
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?
behind
ue5 main is version 5.1, preview is close to and likely behind 5.0 considering how often it gets commits
Thanks
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
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
Yeah the virtual fragment had me ready to throw holy water at my screen
But I guess they have to work within some engine constraints etc for tooling
this right here.
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
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 :/
Depends for me. If it works well enough, might be good enough for people like me.
Just, using USTRUCT instances instead of components
My first testing with it though - meh.
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
yeah Mass is a sideshow and not a completely new gameplay framework (animation, physics etc)
Will there be a second step though? Mass isn't used by Fortnite is it?
for good reason.
absolutely lol
Epic is more concerned with keeping stuff that works
to a fault some would say
ECS is overrated IMO 😄
for massive scale games it's a legit thing
but for most games it's religion at best
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.
Yeah, but i think for massive scale you always need some kind of bespoke solution
some people (me) love thinking in composition so I'm definitely a zealot
this is now yet another an ECS discussion
Fortnite will be the important metric for success for the 3, and only the first 2 is being used on it
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
But so far it isn't picking up steam either ¯_(ツ)_/¯
For an extremely crap film, nonetheless
nothing that's been publicly stated as far as I'm aware. I'm not an active Fortnite player though so I'm not sure if there's anything recent that hints at possibly being done with Mass
Maybe for some upcoming thing in Fortnite
they already have an ECS for the sequencer transform internals
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
They've done it before, we've had procedural foliage tools in the engine for ages, and they've been left to rot.
tbf they're useful in their own right though
I'm more frustrated with Network Prediction getting killed off honestly
EQS never made it out of the beta, though it is technically feature complete
that would have been more of a gamechanger
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
It is not as bad as it seems
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
wat
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 (;
last commit was Dave nuking the readme and saying it's pretty much toast
yeap
but it's not nuked yet
the async part is
which depending on perspective might be just as well nuked 😄
yeah as long as the actual hot code isn't vtable madness it doesn't matter that much
Just going to direct people to the first line of that Readme when they say "i want networked vehicles where do I start"
afaik it stores things in a pretty tight way so I don't care if the higher level processes are OOP style
It looks like they are still planning to refactor character physics into it though, but the actual physics integration is a noop
I'm happy with a new CMC
the rollback physics also got nuked
yeah I guess it will be easier to just correct fixed step
with fixed step you have similiar enough sims
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
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
Can't say they didn't have a solid bash at it
at least the part I do is fixed tick
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
it really depends how accurate you need it to be
IIRC it forces the whole engine into fixed mode no?
NP did at one point
Yeah
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
splitting rendering and simulation is the big goal, yeah
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
has anyone figured out how to use the new lane based navigation system? 🤔
I got some lanes made but I can't get stuff to use them yet
anyone else tried to compile 5.0 branch today? did it compile?
Not sure how much relevant to UE but this could be related to some R&D for zonegraph
“The fat funnel thing is getting where I wanted to take it. I wanted nicely aligned portals, but not too many. Each segment (blue) becomes a quad, the obstacles are handled in UV space. With clipping there's a lot thin sections in the result, which then gets simplified. https://t.co/BHMT6jWWlA“
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.
yup, looks like cool pathing for any size agents on single nav data.
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 😄
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
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
I agree, but then the server build triggers an assertion fail and crashes
not in my project. The assertion that failed is in editor code 🤔🤔🤔
ugh, still no 'implement virtuals' support in VS2022....y tho
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?
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
I do recommend ReSharper
it's cheaper
and it's get cheaper as you keep renewing
and it works better than vax
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
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)
I could live with just nipping back to VS for tricky debugging stuff, as long as the basics work in rider
installing now anyway
^^ do it 😛 I use it since the reveal and for ~ 5 months at work and I'm addicted 😄
seems nice and responsive so far, already a plus 🤞
^^ be aware its EAP, so it can have some issues
Been using it for over a year, haven't touched VS once in that time
Also yet to have any issues with their debugger
hmm, symbol search is missing stuff
your symbols or unreal symbols
