#ue5-engine-source
1 messages · Page 17 of 1
Ok. Thanks.
man nanite wpo would make skeletal possible for nanite
So what would barebones nanite potentially look like? For example, I flatten my fps weapons in screen space to make them retain fov and prevent clipping. Would that be a possibility with nanite?
Wait, I just noticed windows 10 seems to be stuck on wddm 2.7
does that mean nanite will be windows 11 only? 🤔
(wddm 2.7 only supports SM 6.5 regardless of hardware, in case you didn't know)
Well, that's a bummer. Lots of conflicting information all around. I was tempted to build ue5-main just to test wpo with nanite on my home pc but latest drivers for 1080ti only supports wddm 2.7 on Windows 10 😩
Anyone here can get the latest ue5-main work in dx12 sm6.6 with windows 10?
converting worlds to use world partition still prety much not working still bleh
yeah seriously. I have been panicing for a few days as well.
All I could find was that Windows 10 insider builds got wddm 2.8 (abandoned) and 2.9, but those insider builds later ended up getting renamed into Windows 11. So it looks like to me that the same way Windows 10 was supposed to get the latest WSL and Android emulation but didn't, wddm was "forgotten" ?
¯_(ツ)_/¯
Was there talk of some work being done with nanite supporting some WPO materials?
If they get masked materials and WPO working with nanite then my mind will be utterly blown away at the possibilities that open up
It should work in ue5-main right now (though apparently the branch is a bit crashy nowadays) but it is limited to SM 6.6, hence Windows 11 only (?).
is there any point building from source rn compared to using latest early access in the launcher?
if you're just going to use the tagged release with no plans to modify source code or build configurations that are only available with source builds, no.
ah, good, cause I know the early access builds used to be outdated as all living hell
Looking for someone's immediate reaction/opinion with UE5's new LWC and world partition. Does the prospect of a 100x100km world (multiplayer) seem like a laughable, or more attainable matter to you?
People did mention commits implying they have begun work on it.
Hi! Does APhysicsConstraintActor work fine in UE5? I get an error, but as far as I know, I do not need any modules for this class..
Trying to download UE5 Preview, but keep getting this error when I run setup.bat
Checking dependencies...
Updating dependencies: 99% (84602/86603), 20010.7/20013.6 MiB | 0.00 MiB/s...
Failed to download The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters. (PathTooLongException)
Try moving it to a directory with a shorter file path, like a folder on the C drive
TSR looks much improved in UE5-main
Way less ghosting and artifacts in the ThirdPersonTemplate when turning the camera around the player, and the lines in the template material are way less jaggy than they are on preview 2.
is perf improved too?
RTX3070 - ue5-main -> 0.95ms @ 2560x1080 @ r.screenpercentage 66
Just tested in UE5.0 Preview 2 and I'm getting 0.92ms with the same settings, so it might have regressed a bit.
make sure all other editor windows etc are closed
including notification popups it seems
How can I speed up building UE5? It has taken hours now
It took almost 8 hours to reach one-fifth of the way there. And I have an alright computer.
Well, I have more ram than it is currently using, so it shouldn't be an issue.
Yeah I have more.
Disable anti virus, if you have >8 cores check ram as mentioned above.
My 4 year old laptop builds 5.0 in 3 hours (4 core i7 something).
Though to be fair, it builds the game project rather than the whole engine, never tried whole engine myself.
Even my browser almost uses more ram than visual studio. Its like they limit the amount of ram it uses?
D:\UE5\Engine\Source\Runtime\Core\Private\IO\IoStore.cpp(2316) : fatal error C1001: Internal compiler error.
UATHelper: Packaging (Windows): (compiler file 'd:\a01_work\4\s\src\vctools\Compiler\Utc\src\p2\main.c', line 220)
It's because the directory you're installing to is too long that is all
I mean, the error is right there.
hi, how to fix this ? ...;/
@hidden fractal I fixed this error by switching compiler in project settings vs2022 to vs2019
Hey everyone, so I'm a little lost on the UE git trying to figure out which branch is the source code for UE5-preview 2, would really appreciate if anyone could point me in the right direction
(nevermind found it lol https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.0-early-access-2)
I have just realised this lol
yeah haha
now I'm back to being lost
this it?
seems like it
yeah thats it, thanks for the tags pointer
i'd never have found it
yeah lol
it was in the releases pages
but prev 2 isnt there
why not just use the divide operator there?
hi, i have several questions about UE's build system:
- there's a
UnrealGametarget, what is it here for? is it used in place of the custom{ProjectName}.Target.csfile we have? are modifications toGlobalDefinitionscontained here applied to a shipping build of{ProjectName}.Target.cs? - when should you use
TargetBuildEnvironment.Uniqueinstead ofTargetBuildEnvironment.Shared?
so... anyone run the latest ue5-main w/ nanite on windows 10 yet?
Extremely weird bug in the world partition overview where if you click the top options and try to move the viewport too quickly it causes the engine to lag so bad you have to restart the editor. Complexity of world doesn't matter. Works in blank world with nothing. Tried in preview 2 and 5.0 build and does the same thing
Around 10 days old version of ue5-main, got members on my team on both Win10 and Win11. Only people having issues are the ones on NV 10xx cards. Anything newer is fine
Just a general observation that ue5-main branch seems unusually unstable lately.
non 10xx cards can run nanite with sm 6.6?
with windows 10?
if so, that's better, because it is nvidia shafting people rather than microsoft, but still...
yes, I have a team member with a 3090 card on Win10 with no issues
According to wikipedia NV Kepler and above should support SM 6.6, but like I mentioned I clearly have issues with 10xx cards which are way newer than that. Could be a driver issue yeah
Weird, DX Caps shows my card as only being SM 6.5. I got a 3090 and on Win11.
Nevermind, was just an old version of DXcaps
For anyone interested in testing: https://github.com/microsoft/DxCapsViewer/releases/tag/feb2021
Anyone tried changing the WorldGridMaterial in UE5? If I try to do anything to even a copy of it I can't save the changes. Im certain the copied file I made isnt locked by source control.
I made a duplicate of the WorldGrid, which works technically, but for some reason the file size is about a fifth of the WorldGrid. Ok... So I swap the WorldGrid file reference in my Engine.ini file to my copied version. And every texture is broken and I basically cant see anything. Super weird behavior
aside from crashing, it shows my 1080ti as 6.5, just like gpuz
Hopefully someday nvidia/amd will address it with drivers :/
that probably explains the crashing Ive been seeing. And you ran the latest DXcap version from the link I posted above? An older version showed 6.5 incorrectly for me
Yep, it's the latest one.
So members of my team with the 10xx cards also see 6.5. Asking someone with a 3090 on Win10 to check what SM he sees
I hope at least Vulkan won't have this issue, but extension support on that one is even worse.
Also another person with a Radeon RX580 also sees SM 6.5
my 6800m is showing 6.6 as expected 🙂
dang the version of unreal i build,for some reason isn't initiating the attributetypes for animations
so when i make a build insta crash
My amd gpu crashes while rendering 4k video in ue5. I really hate this because I have to then render the video in vegas
Hey 😄 How do I exclude Plugins from the Engine build? For some Reason my Engine doesn't start as it tries to load WmfMedia plugin, but can't
hm fixed my issue by deleting the binaries and building again, interesting
I have a machine with a RX 570 with W11 and it has SM 6.6, I'm not sure if atomics are supported however.
you can actually set them to disabled by default in the .uplugin if you want
that has saved me a couple times
Ok, thought there maybe was a general config file^^ but thx!
wait so does it work or simply throws compatibility errors?
dxcapsviewer? it works, just that it randomly crashes sometimes. it shows maximum my 1080ti as shader model 6.5 on win10.
\UnrealEngine\Engine\Intermediate\Build\Win64\UnrealHeaderTool\Development\Core\Module.Core.10_of_18.cpp.json" version ("1.2") is not supported version
in UE5 \UnrealEngine\Engine\Intermediate\ProjectFiles\UnrealBuildTool 1
what does this mean any why does it occur
my 3080 (on W10) shows SM6.5 in dxcaps but ue5 says 'LogD3D12RHI: Shader Model 6.6 atomic64 is supported'
who compiled ue5-main, is there more fps than in 5.0? or there is no difference
Just to make sure, are you running with SM6 enabled?
yes
I'm doing weekly builds of ue5-main, performance is somewhat better but that ultimately depends on which parts of the engine you're using. Also the major downside to ue5-main is that it isn't backwards compatible and isn't nearly as stable as the preview versions. So if you do decide to compile it just expect the engine to crash from time to time and your unsaved progress will be lost. Simply enabling some of the experimental plugins might cause it to crash upon open, so you'll have to edit your config files and disable the broken plugin if that happens.
In other words, it isn't worth it yet. Any performance differences will likely trickle down into the preview versions eventually.
over time ue5-main is more likely to have vast performance differences between versions anyway
perf doesn't just get better, there are going to be way more regressions in ue5-main compared to stabilization branches.
Also an important thing to note is that Epic is literally updating ue5-main every work day. So the version you compile today, is already out of date within a few hours.
right so it should work when it launches I guess. That is my main concern
Can anyone on the latest ue5 branch (not main) confirm if the new Manny + Quinn are in there?
Has anyone successfully reimplemented tessellation in UE5?
anybody ran 5.1 on linux? 5.0 runs fine, 5.1 crashes with some shader error when opening scene
why not just subdivide a mesh and let nanite handle it?
I don't think anyone has added tessellation back in
Same thing happens for Windows people on older cards like the 10xx NV
then its not a platform thing 🙂 its related to the SM 6.6 Nanite change they are doing
but 5.1 is ok on 1080 on windows
about week ago commits
anyway ty for info
Because I'm generating the mesh procedurally in runtime, so I can't use nanite.
I can increase the resolution of my generated mesh x100 and use "World Position Offset", but that would fry the computer due to the extra vertices I'd have to calculate. The entire point was to generate a "low res" terrain mesh (1 meter per face or so), and use the texture's displacement map to give details.
hmm yea I suppose that does pose a problem, nanite requires offline number crunching right?
hello all, sorry if this was asked before (tried search but couldn't find any correct matches) - I have this problem that UGS and GenerateProjectFiles generate solution for Visual Studio 2019 but with toolchain 143 from my install of 2022 - looked into docs but could only find how to select VS version (2017, 2019, 2022 etc) but nothing about build tools... could anyone help me?
Its not for two members of my team, it crashes also with some shader error
Running ue5-main on macOS, editor always crashes when I try to open particular assets:
Ensure condition failed: !UberGraphFramePointerProperty == !UberGraphFunction
Any ideas?
the value seems to be null
Stack trace log here: https://gist.github.com/timoxley/8eec1c23993ffef26ed5445ca80c8a2b
Has been this way for at least a while. I think it's something to do with blueprints that have no event graph, and only seems to occur after editor restarts.
Anyone on the latest 5.0-branch that can look into this, please? I see the files, but can't for the life of me find the commit in ue5-main that is about the updated Mannequin, to check if it also exists in the latest 5.0-branch.
Those files are downloaded from Setup.bat, you can't find a specific commit for that probably.
Your best bet is going into Commit.gitdeps.xml file and opening Blame view in github, then find entries for those files.
This will show you which commit updated Commit.gitdeps file for those assets. @gilded pecan
LogWindows: Error: Assertion failed: Info.GlobalIdentifier != FGuid() [File:C:\Users\Test-Rend\Desktop\UE5\Engine\Source\Runtime\Core\Private\Misc\DataDrivenPlatformInfoRegistry.cpp] [Line: 316]
LogWindows: Error: Platform Windows didn't have a valid GlobalIdentifier set in DataDrivenPlatformInfo.ini
Sorry what should DataDrivenPlatformInfo.ini contain exactly?
Trying to start dedicated server
Much love.
my 6800m is showing 6.5 ...
what is your driver version and how are you updating your drivers ??
I'm confused with this LWC system. There are still errors and nothing functions properly outside of the 20km limit
is the 5.0 version on github the same as preview 2 or is there a branch to downlaod that is?
They already said it wont be fully enabled but 5.0, but coming for 5.1
there is a tag for preview2 on the 5.0 branch
hmm
Thank you for your help. What's the best place to go for updates with latest information
gah i was looking for branch not tag
There is no single source 🙂 reading commits, posts here, twitter, blogs.. its kind of all over the place atm
haha gotcha. I'm a busy man so I miss a lot of info
Is there any social media accounts you recommend to follow besides unreal itself
no single one no, information is very spread. Best source is to read the commits daily
anyone??
@cursive elkAMD Driver 22.1.2 , direct from AMD. I wonder if it has to do with me using Windows 11?
Yeah, but Win11 😭
Sometimes feels like 5.1 is really what 5.0 should of been
Pretty sure Windows 11 does have some play in it. Isn't the SM written by microsoft?
Ahh I think my problem might actually be bad/incorrect UCLASS/UPROPERTY metadata in a C++ ActorComponent subclass, this issue only appeared around the same time I was experimenting with that.
related: https://forums.unrealengine.com/t/uproperty-member-vars-reset-to-null-by-objectinitializer/19959
Hello devs, does anybody have the same problem, UPROPERTY vars of an actor being reset to NULL after the constructor finishes? Check out more details here: https://answers.unrealengine.com/questions/165895/scenecomponents-not-accessible-in-c.html I need the UPROPERTY because I want the components to be editable in the editor… is there a swit...
Well they had to stop at some point and just ship it 🙂 we'll see tons of awesome features being added in the next versions to come!
Yup can’t wait 🙂
did you try cleaning before building?
i did
i also tried deleting everything and starting over on the current ue5-main
do you recommend the latest commit that actually works?
do you have a reason to be using main over 5.0?
is EpicGames/5.0 the right branch to start tracking for release? just test porting over for now; ue5-main is already onto stuff that won't be ready until 5.1 right?
ah sorry see you just discussed that..
preview releases are tagged from 5.0 as well.
apparently this is the right command to find which branch a tag is from, I had left out the -a when first looking so it wasn't searching remotes:
git branch -a --contains 5.0.0-preview-2
I will probaly stick to the tagged preview releases instead of tracking tip of 5.0, just since there is probably more QA and more known issues going from one to the next than going from one random commit to the next
i did a bit of magik and i fixed it
sed -i 's/"Version": "1.2",/"Version": "1.1",/' $(find ./ -type f -name *.json)
hello all, sorry if this was asked before (tried search but couldn't find any correct matches) - I have this problem that UGS and GenerateProjectFiles generate solution for Visual Studio 2019 but with toolchain 143 from my install of 2022 - looked into docs but could only find how to select VS version (2017, 2019, 2022 etc) but nothing about build tools... could anyone help me?
something like adding -2022 to GenerateProjectFiles.bat or something like that, lemme check
yeep, @kindred jetty run it as GenerateProjectFiles.bat -2022 or whatever visual studio you want
oh, you have a toolchain missmatch? 🤔 maybe that is in your path as mvc?
just to test I've uninstalled msvc 2022 and now I could generate proper solution for vs2019
but don't want to make this only option, rather would like to fix toolchain for vs2019 and keep vs2022 installed... @scenic cave any idea how I could do this ?
really wish blueprint uassets would save in the same plaintext format they copy/paste in
or there'd be a way to serialise/deserialise such a thing from a uasset file
Hey guys, im following a tutorial for setting up source control for ue4... but for me the console command is not working.. any ideas?
git is not recognized
it means git is not installed or path to it not visible - is it in 'echo %path%' output ?
it automaticaly installed it in this folder
command line searches for binaries based on your "path" environmental variable
if the folder where git binary is stored isn't there it can't find it
Actually im not familiar at all with github, i just downloaded the installer and follow a tutorial
but for me it's not working
im not sure why my installation folder and path are different from what im seeing on tutorials
which tutorial are You following ?
Mainly this one https://www.youtube.com/watch?v=faYmvw_Pd-A&t=548s
In this presentation, you'll dive into source control options in the Unreal Editor that reduce risk and improve collaboration between developers on Unreal Engine projects. Learn the fundamentals of source control to manage versioning of Levels, Materials, Blueprints, C++ code, and other content.
Want to continue improving your Unreal Engine ski...
It looks like you installed a GUI instead of the actual Git tools
(also this isnt really a UE5 question, should have been in #source-control )
but doesn't gui contains git inside ?
Not sure, try installing this
https://git-scm.com/downloads
I can try help on prv since this is not really a source question, or go #source-control if that You prefer
I will message you, thanks
Hi i updated my project to ue5 and all the blueprints compile without errors, but when i package project lots of errors are shown in log,any ideas of how can i debug this?
uh, I would start with reading the log? Those errors should give you a clue for what is going wrong
I already did this but the nodes seems to be correct, even refreshing and debugging returns the correct value, only problem is when packaging project
You need to provide more information if you expect any help. Are these errors in the packaging log, or runtime log when running a packaged build? How are you packaging the project?
Also some information on what the errors are
packaging for windows, problems are shown when cooking packages for build in development. an example of this error whoud be:
"In use pin Rotation Keys no longer exists on node Get Animation . Please refresh node or break links to remove pin. "
And node referenced from log after beeing refreshed
@limpid light thanks for the interest
My guess would be that you are packaging for an engine build you haven't built recently and thus using nodes from an older engine build.
Make sure you build all the configs (Development/Debug/Test/Shipping) that you are packaging for.
i will try to package template first and then migrate content
are you packaging from the UI or via commandline? I always do it via commandline so I can control if it does only a cook, a compile, package or all
via UI, which options shoul i pick to avoid this error?
You need to make sure the engine is compiled for the right target (for example Development or Shipping) you are packaging for. I never use the in-UI options, sorry. If there is an option there to compile everything first, then use that
i had to try that out, works great as far as i can see. maybe we can finally have translucency that isn't masked/dithered
Does anyone know if there's a way to have LandscapeStreamingProxies from world partition follow the collision rules set for their parent landscape?
Whats the best way to search through github commits? I was trying to check if any new commits relating to water/ocean/clouds/wind have been made in recent months but when searching the repo, nothing recent comes up, but I would have expected more recent commits for the stuff we've already seen, so I feel like my commit search isn't returning the right results.
If you're using github look at the relevant folders and check history.
if you want to search commit messages, using a gui that supports it is probably the best way.
I've got a local copy of the 5.0 branch from a month ago, I just merged the main repo 5.0 branch into it, and upon building I get a bunch of "Source file '[...]NeuralNetworkInference[...]\NeuralNetworkInferenceShaders.Build.cs' could not be found" errors when trying to build now
is there some step I'm missing to generate those?
it's more than just the NeuralNetwork package, though that shows up in half of them
huh, I guess these are all in intermediates, let me try nuking that and rebuilding
yup, nuking the BuildRules folders in Intermediates and running GenerateProjectFiles.bat again seems to have done... something... so it compiles again
yeah you need to install git as well as github
the git commandline search is more flexible than trying to use github UI:
git log -i --grep='\b\(water\|ocean\|clouds\|wind\)\b' --oneline --stat EpicGames/u e5-main
\b is important, tells it to match at word boundaries (otherwise 'wind' finds tons of 'windows' commits)
that lists first commit line and then a stat summary of how many lines changed, there are some other options for shorter stat summaries; the main use is quickly eyeballing how big a commit was when you are looking for the recent significant commits that added a lot of features or changes
Why does the source build (5.0) randomly decide to recompile thousands of files...........
its done this three times
did you change anything?
nothing at all
not a single thing
what happens is..it crashes
then when I compile it goes through this..sometimes it does..sometimes it doesnt. there arent any files open and nothing has been changed
oh well
Its killing my grove though
so you re running the editor/project through VS after compiling, it crashes, then you do it again?
I open vs..I compile..Im in the editor..it crashes..I compile it again. Is this not correct? I've always done it this way
after you compile, how do you open the editor and the project?
....why do I get the feeling I am about to be told I've been doing it wrong this whole time
that is fine, thats running it from the editor. Now is that for your project itself or just the engine?
the whole project
when you compile, what do you compile? how do you do it
this is what I do and this is all I do
definitely weird, it shouldnt need to recompile. Generally if you right click the project in the top right and build, it should build and be one and one until you make changes. maybe you are making some larger changes, but the engine shouldnt need to recompile
try doing that, see if it builds. then immediately do it again
it almost sounds like the debugger is doing a full rebuild which would be weird
Hey guys, I'm trying to build my project and I get:
1>Building 257 actions with 32 processes...
1>[1/257] Compile BonePose.ispc
1>EXEC : error : Multiple input files specified on command line: "C:\Users\Test-Rend\Desktop\UE5\Engine\Source\Runtime\Engine\Private\Animation\BonePose.ispc" and "To".
1>EXEC : error : Multiple input files specified on command line: "C:\Users\Test-Rend\Desktop\UE5\Engine\Source\Runtime\Engine\Private\Animation\BonePose.ispc" and "Hell".
The words To and Hell are part of the project name RoadToHell... what the hell? 😄
I get this error for several ispc files
do you by any chance delete ur pagefile.sys?
Do you have spaces in your directory names somewhere? The build is parsing a line and looks like it's finding a space and thinks it's a separate command.
I had this issue when upgrading a project to 5.0 because the upgrade process when cloning the source directory added a space into the directory structure and gave me similar errors.
Thanks for digging deep enough to discover my little problem. xD That's what I would have thought but I don't seem to have spaces anywhere...
That sucks, was hoping for an easy fix there. Do you know exactly where the build process is pulling "To" and "Hell" from.
Nope, if I only knew... either way, I switched from Preview 2 to 5.0 branch and I managed to compile the dedicated server at least. Gonna try the game client next and see if the issue is still there. Thanks for trying to help 🙂
just ran into this, replacing using Tools.DotNETCommon; with
using EpicGames.Core; fixed it for my use (was using an 'Assembly' class from it that seems to have moved there)
@stone surge So it worked eventually, building it with the 5.0 branch
the issue just vanished
The build tools are very sensitive to infernal forces
Hello,
I am attemping to build the ue5-main branch with Xcode on MACOS. I am getting the following error after the build "is successful" and then it tries to launch:
2022-03-27 01:58:40.231389-0400 UnrealEditor[95231:1235152] [UE] Fatal error: [File:/Users/myname/UE5/UnrealEngine/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 1078]
Unable to read module manifest from '/Users/myname/UE5/UnrealEngine/UnrealEditor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
I am using xcode Version 13.3 (13E113) on macOS monterey 12.0.1
Any ideas or pointers would be great, thanks
gotcha, I will try there as well, thanks!
Was told to put this here ~ Assertion failed: IsValid(Platform) [File:D:\UE_Edge\Engine\Source\Runtime\RHI\Public\RHIDefinitions.h] [Line: 465]
Cant figure out what is triggering this error, im using UE5 on branch 5.0 on github (An older build before a certain commit that broke some things)
future reference to anyone who gets the following error when trying to build with vs2022 in shipping configuration:
I came across this msvc bug report: https://developercommunity.visualstudio.com/t/vs2022-1710-internal-compiler-error-when-building-1/1677086
which lead to changing the line[2350]:
for (int32 BlockIndex = FirstBlockIndex; BlockIndex <= LastBlockIndex; ++BlockIndex)
to:
for (size_t BlockIndex = FirstBlockIndex; BlockIndex <= LastBlockIndex; ++BlockIndex)
this has fixed the compiler error for me, hopefully anyone else who has searched for this issue well have luck with this solution as well.
...How the hell do you destroy an actor in world partition map...destroying it only 'unloads it'
..by which it can not be 'loaded' again..but decides it wants to show up when playing ...and I can't even edit its details lmao
I guess it's some bug. Recompiling temporarily 'fixes' it. Then it kind of just shows up again for a reason I can not make any sense of..and recompiling shows it is indeed destroyed and does not show up when playing...but then I'll mess around a bit in something totally unrelated, press play and boom its back
Afaik there is no way to fully delete an actor in WP since its data is cooked into the cells. Even if you delete the actor, it will just re-appear when you move away far enough and then back to the same spot.
In essence, I'm not aware of any way for dynamic actors to be streamed in WP as the system is now.
DataLayers ?
what is funny is the way Data Layers are handled is already deprecated for 5.1 😄
data layers are now assets defined in content browser
UHT plugins planned? 👀
https://github.com/EpicGames/UnrealEngine/commit/0f0682ee8304edb166ae3db1afbc1fcedf39d370
Adjusted UHT table initialization in preperation for plugins.
ayyy
fits with them rewriting UHT in C#
finally we might have a way to make custom specifiers
yay
So we'd be able to do our own U-style macros? Like LORASHLOVESBLENDER(true) and have it affect the prop/method?
Not necessarily. We don't know to what degree this is going to be extensible without engine changes.
Also, implementing a new U-macro would be quite a bit of work regardless. It's not something you just throw a few lines of code in for.
Well that's what I was asking about with the custom specifiers. I know we don't know for sure.
Custom specifiers would be a far cry from full custom U-macros. The difference between adding a bit of metadata to classes and full blown code generation for types.
That's why I'm being very careful about saying what this is going to entail.
Alright - so some C#-like attributes is more what you're referring to?
At a minimum that's what I'm hoping for.
(Again - I know none of us actually know what this entails. Just speculation)
specifiers are just things like BlueprintReadWrite/EditAnywhere/etc. We can already do custom meta specifiers but those only exist in the editor.
And you can't (easily) generate further code from them.
Ahhhhh 💡
I don't think I actually knew what the BluprintReadWrite/EditAnywhere/etc.. even were actually called 😅
https://github.com/EpicGames/UnrealEngine/commit/498b24891f0c8bb59d89fa3397a651bdf1498cd5
C++ Coroutine Task implementation and support classes
there is also nice plugin which allow you to have kind of continuations workflow ControlFlows
wait so easier multithreading?
I dont understand
would FSR 2.0 work in ue5?
ooooh so finally delays inside functions in cpp?
would this apply to bps too then?
Can anyone explain these seemingly empty "robomerge" commits? e.g. https://github.com/EpicGames/UnrealEngine/commit/931e0a9b5ff2c1625927adc84efa9dac9df91a4e
ah
@lofty idol understood, thanks!
That's not the case here. Looks like it was a change made in UE5 Main that was cherry picked into another stream, that other stream then robomerges back to main where the change already exists causing an empty CL
any real life examples of its usage?
@lone ore this is the original CL that ended up generating the empty robomerge later if you're curious: https://github.com/EpicGames/UnrealEngine/commit/5071e2f73c5c5a34d5d760454cd9626095fbcb21
for a decent computer, how long does this take to build from source?
5950X usually takes 80 minutes
A month or 2 ago when I built UE5.0 Development Editor it took around 30-35 minutes on a 5950x
Ok cool, thanks!
That's the time I get with my 5800X :P
are you sure it is using 32 processes and that you are building only editor?. Could be also bottlenecked by the disk. I have 5950x and I think it is much faster for me.
yeah i have a 5800x and its less then 60 minutes for sure
https://github.com/EpicGames/UnrealEngine/commit/cc3821c3426b367ccd17ac7f806415467c4e9afe
Recently added, now restricted 💀
Chaos : Flesh
- Moved to restricted access
Well maybe my computer just sucks lol
I’m on PCIe 4.0 M.2 so shouldn’t be my drive
😮
tet soft body NICE
I honestly hoped it will be some default implementation for slicing bodies and spawning blood 😄
anyone else unable to open materials in the latest commit on DX12?
When the material graph shows a texture sample the engine crashes
that what is it?
nah
seems more like muscle simulation
soft bodies
though idk
Machine Learning is better for either case
so nothing useful for realtime?
Hi, when importing animation from blender to anril, it's either good or not. how to solve this problem
maybe it's like assert() and they only import good animations with a random chance 😛
restricted?
#animation buddy
ty
there have been a few files before, but nothing interesting honestly
wasn't anything usable
Restricted are "filtered" out folders which do not show on either p4 or github
that plugin wasn't doing anything special
you cloudn't event create the definition asset by default
so how chaotic is chaos gonna be at launch of 5.0?
not sure but I recently wanted to try new vehicle template around preview 2 tag commit and the vehicle flipped itself on the roof in about 3 seconds after startup 😅 But it was so obvious that I believe it must be fixed for the release.
Hello everyone
it is possible to have the same version Preview 2 as source on the git
I think the V5.0 est newer than the Preview 2
I also have a lot of bug, seem that the git version want to build my map in HLOD
and it crash all the time
Hello, does anyone know why I would be hitting this breakpoint in the code on UE5 preview 2?
// TODO: Should change to DiagnosticCheckNaN call, though that's only in Debug.
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
ensure(!Result->ContainsNaN());
#endif
My code compiles fine but when the editor starts up it hits this breakpoint.
The breakpoint is in UnrealMathSSE.cpp
<--never mind. I inserted the breakpoint by mistake, lol.
doesn't seem like it unless there's a specific commit
the versioning info is different
ok ..
https://github.com/EpicGames/UnrealEngine/tags as far as i know those are the launcher releases
I don't know why but the lastest version of UE5 git... it want to build the HLOD... there's something different if you look at the starter openworld map, it use HLOD for mountain
and the WP is only for flat surface
ok this is odd 5.0 has not being getting any commits but 5.1 is. Are we close to release?
never really saw a preview 3 for any of the versions before
Making progress 🙂
"Implement WPO in Nanite SW rasterizer."
https://github.com/EpicGames/UnrealEngine/commit/190b00c3c0277ee814d187487e8bba95b2dd8283
- more WPO related commits shortly before that one
Nice. Will be interesting to see how that cost scales with nanite having to evaluate so many more vertices.
Did you know the flat part of the level hides an Unreal U logo?
Could be the start of the tessellation replacement we've all been waiting for though
yeah and I'm curious if this happens post clustering, then we might get artifacts where WPO distorts the mesh too much since the nanite optimizations are kinda view dependent?
The engine is moving full steam ahead on limiting wpo wherever possible:
https://github.com/EpicGames/UnrealEngine/commit/9c8fa1c39522c2f510581a4fe8baf179299c0c30
Makes sense for both VSM and Nanite.
Sounds like an optimization to me
Sure, at the cost of disabling vertex movement in the distance. Fine for some scenes, not so much for others.
I'd say fine for most scenes
There's always the original non-nanite path ofc
It's always going to be a pick-your-poison scenario I think
Not if you want VSM. If you're not going to use any of that you might as well stay in UE4 imho.
Not that I think the sky is falling or anything, just a little bit disappointing.
all of it irrelevelant
where is DirectStorage ?
I know the API is here
but I want to enable it 😄
I've been asking myself that for a while too iniside!
Epic talked quite a bit about that, over a year ago? Then just.. silence
yeah I remember when the first demo was "impossible" without erm nvme
turns out it's working fine
(the biggest drawback still being actor instancing in scene) 😄
Does directstorage matter that much though? It looks good on synthetic benchmarks but doesn't really improve a lot on real world scenarios from benchmarks I've seen. Am I missing something?
There is only one PC game that has shown benchmarks (at GDC) and it was quite dramatic
it really depends the problem with Unreal are.. UObjects and espcially actors
which are extremly heavy to allocate
sadly they didnt show the difference between non-DS and DS, but between normal HDD, SSD and nvme
if you have something like Entity System from Unity where allocating single static mesh is in margin of nano seconds
and you can allocathe 10's thousands per frame
DirectStorage would be dramatic improvment just for streaming the heavy part of entity like textures and meshes
in unreal you literally spend hundreds is microseconds just allocating single actor
aside from raw actor taking anywhere from 900 bytes to 1.5 kilobytes
it have to register with world, then it's components must register with world.. and owning actor
well tl;dr version, is this is crap
DS will bring us: Faster load times, and yeah a dramatic improvement in what can be streamed in realtime
Loading a large WP map in editor takes ages now, I'm really hoping DS will help with that performance
also it should amke much more feasable to just load exactly what you see, which is not really happending now
Nanite Mesh is fully loaded or not loaded at all
Man, SSD lifetimes are gonna be a lot shorter once games start launching on this new tech 😄
Double speed on an SSD looks nice, but it's literally a difference of 1 second vs 2 seconds in benchmarks, plus there's decompression to worry about too.
decompression is done on GPU
Not on PC from Microsoft's press release.
"next on our roadmap." is their latest word on it.
nvidia and amd drivers support it
either way it doesn't matter
once it become standard CPU will probabaly get hardware support for it
it's not that dramatic new tech it's supported on Linux since like.. 8 years ?
(just without the heavy compression part)
Maybe I'm jaded, but it looks like the same situation as DirectX 10. Offers the world, but gives limited results, with the promise of getting more ubiquitous down the line. ¯_(ツ)_/¯
there is difference
We have an actual demo showing 1.7 sec m.2 vs 3.2 sec SATA SSD vs 19.9 sec normal HDD on Direct Storage. Without DS the times are much much slower
it's supported on consoles
This session will cover the collaboration between AMD and Luminous Production on their upcoming title: Forspoken. This partnership resulted in the implementation of various AMD technologies into the game, including screen-space ambient occlusion, screen-space reflections, raytraced shadows and AMD FidelityFX Super Resolution.
Along with a short...
And what are the win32 stats? 5 seconds for SATA SSD?
Yes, on paper it looks nice, but isn't that literally a few seconds for loading?
they were not shown unfortunately
3.2 seconds vs 4.1 seconds
Have you been living under a rock? Have you not tried games on the new consoles? The load speeds are insane there
Is that because of the direct storage or SSD?
Because I've experienced the same difference after switching to an SSD a decade ago
DS, or the console equivalent
Consoles also have dedicated decompression hardware, or at least the PS5 does anyway
MS version is "Velocity" and I cant remember the PS5 name for it
it's nowhere near comparable to switching for SSD
with current win32 api
you are limited to loading one-by-one
with new API you can crete "jobs" to load from multiple cells on SSD at once
the old API was done for spinning drive where linear access was the only access
Also DS removes two layers of hardware transfer from the process SSD->CPU->RAM->CPU->GPU. With DS its just SSD->GPU right?
But Terms is correct, we have yet to see an actual real world example of this that we can all try ourselves 🙂
Yeah, I want to see how it will work with Unreal
I imagine that's going to have knock-on effects of freeing up CPU+RAM space too, not that they've really ever been bottlenecks tbh
right now im not convinced it will bring dramatic improvments
just not for the reason DS is bad
I don't really care for technicalities or situations where it'll be standard in 6-7 years. Looks to me there's bunch of hype but not much to show for in benchmarks. 1.1 seconds difference in a publicly released benchmark isn't enough to get me excited.
MS says typical 20-40% CPU savings overall
Create more immersive and detailed gaming environments while reducing load times with DirectStorage. The latest IO technology is now publicly available on PC for the first time. Learn how to integrate the API and use PIX on Windows to profile your DirectStorage-enabled games.
Nanite itself is pretty obviously bottlenecked by streaming performance
Tech seems neat, don't get me wrong though.
Combine nanite with something like photogrammetry using all those unique textures, I think we'll see a lot of time invested into streaming tech in general
My (limited) understanding is GPU's have basically been laughing in the face of everything thrown at them for years, but it's getting it onto the GPU efficiently that's the struggle
In the talk I linked above, MS says you need to program specifically for this and replacing Win32 IO calls directly with DS calls will in most cases be slower than it was before.
And yes, they confirm that decompression is on CPU for now but will come to GPU later
Its possible that Epic doesnt see enough benefit without that and are thus waiting
If I was a betting man I would put money on Microsoft making that Win11 exclusive.
hah possible 🙂
5.0 doesn't support direct storage on windows yet, right?
not as far as we know
Sometimes there are actual reasons, often they are just thinly-veiled marketing pushes.
But I dont see a reason to make a fuzz? Win11 is perfectly fine and the easiest Windows upgrade I've ever done 😛
Windows 11 is pretty stable with latest updates though
It's mostly no-brain update if your system supports it.
switch the toolbar to be left aligned and you hardly notice its not Win10 😛
Personally, I love the new start menu. Easier to access your most used apps
Yes, I personally love the idea of getting ads on windows explorer!
That was one thing that windows 10 lacked. Whenever I look at the start menu, I'm immediately filled with remorse for not seeing special offers™ anywhere else on my pc.
Nice! It will take some time for the PC ecosystem to evolve, improvements are slowing down and we don't change our computer ever few years anymore
Too true, especially with how the component market has been the last 2-3 years
are there still bugs on win11 with 30 series gpus in unreal?
i wanna upgrade at some point but don't want to be worse off for it
also makes it harder to test for win10
Yes, but I've cherry-picked the fix for those crashes on Unreal
You can find the related commit in my message history
👀
thanks i will look thru now
It's submitted into ue5-main branch
do you know if it's merged to 5.0 too?
They disabled something called Transient Memory if you're using 3000 series on W11 as workaround
Nope, it wasn't
Nope, on 5.0
oh cool thanks! will try it out soon then
I strongly disagree. UE5 isn't only Nanite/Lumen/VSM. There are so so so many other things as well that are a straight upgrade from 4.
Aside from metasounds, what else is there that isn't experimental?
Mass? That's experimental with dubious future.
New UI? I mean there are improvements for sure, but none of them are as big as lumen/nanite/vsm
maybe lwc is getting there, but that needs more time to cook
chaos? slower than physx, destruction still need time in the oven
network prediction isn't a thing anymore either ¯_(ツ)_/¯
before some people take this personally and assume I'm saying ue5 is bad, no, I'm not saying that at all.
There’s a bunch of new animation stuff
Oh yeah, control rig is out of beta.
If your work is animation heavy that'll be the reason I suppose.
Besides control rig
There’s a bunch of new nodes and features for animation blueprints
Also the new retargeting tools
Some of them are experimental though ¯_(ツ)_/¯
what is the issuemwith experimental ? ;p
i use most of the experimental stuff that there is
experience? 😄
depends on what you do and how you do it.
experimental is a no-no for me, unless the feature is clearly going to be finished.
I find that their "experimental" tag is often quite good.
I really don't care all that much about that. There are plenty of things coming in UE5 that make it more than worth the upgrade even if you don't use the new fancy shmancy rendering stuff. It is completely dishonest to believe otherwise.
if you're going to resort to hyperboles I guess I'll just say different strokes for different folks 🤷
Not a single hyperbole but w/e.
completely dishonest to believe otherwise.
Ok then 😄
If you want to talk about hyperboles. But this is pointless. You do you.
Yes, because that is just one off statement that wasn't a part of a discussion. There's time and place for everything, if the guy you respond lists you features and gives you examples and you counter that with "completely dishonest" without adding anything to the discussion, what kind of response do you expect?
gasp I didn't expect you to indulge in such degeneracy Lorash!
Forward?
In UE5?!
😅
The only skepticism I have with Nanite in forward is due to antialiasing. IIRC the main developer of Nanite said that it couldn't work with MSAA, at least at the time.
WPO is different, at the time he said that he didn't know how to approach the problem, but never said it was impossible. However with traditional MSAA it's a technical limitation, with one triangle per pixel I believe it would shimmer like crazy
What is your use case for data layers?
timelines can now run on a thread of choice
yeah @lofty idol
you have the option like you do in tick
For us VR devs thats huge as we depend on them a lot and we began hitting bottlenecks in our projects lately
overall I think ue5 might be nicer on the cpu even without the lumen nanite stuff (hopefully)
If only Fortnite would start to use Mass out of nowhere... 🙃
I am not sure if there is some AI branch/Restricted stuff but to me it looks like AI systems in main are not receiving that many changes lately
Anybody knows a reason for that?
Given how many new AI systems we are receiving I would expect higher activity for stuff like Mass/StateTree/ZoneGraph
afaik it's mostly done in private
i see most AI work on main is just "integrated" from different stream
I hope it will at least become some public P4 branch
Mass was made for the Matrix demo, now that the demo is out...
(I hope this isn't the case, but honestly I'm not seeing anything that points otherwise)
The AI team doesn't have the best track record when it comes to experimental plug ins. I seriously hope this will be the exception and gets more traction from Epic.
Wasn't there some mentions of a Fortnite open world in the Apple lawsuit?
Open world is certainly a good case for ECS, but Fortnite itself is tied to the gameplay framework waay too tightly for ECS to become anything other than a simple crowd system.
Which can be a fine tool depending on your needs, just that it'll be a bit disappointing to not see ECS used to its full potential.
I do too, I would love to see AI systems have similar lifecycle as Niagara, Sequencer, Control Rig where they have stably assigned developers and there is just no "done" point after which it receives mostly just bug fixes.
Fortnite is going to have Verse too, a scripting language for modding, so Mass will need to compete (or complement) that one.
Plus there's the modular gameplay stuff that Fortnite is heavily using, which is all gameplay framework...
🥲
fingers crossed though!!!
https://github.com/EpicGames/UnrealEngine/pull/9029 RIP git sync
Hello
got problem when packaging server/client , my client couldn't connect, the client could see the mouse cursor on the server side but black screen, the server log mark the client as connected.
"The client could see the mouse cursor on the server side" ?
Got error when compiling server.
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: false [File:H:\UnrealEngine-5.0\Engine\Source\Runtime\Slate\Private\Widgets\Layout\SConstraintCanvas.cpp] [Line: 95]
LogOutputDevice: Error: The order of the Slot could not be set because it's not added to an existing Widget.
seems like epic has some annoucements on april 5. There is a State of Unreal planned
well I dould hope for imminient Valkyrie release
and whatever the other code names mean
Recently a new code name popped, any idea what it is? I think it was TheOrigin
no idea, but recently seen one guy (the lead behind backend services) said is going to work on new project
in Epic
or we can spculate it is open world fortnite rpg
Hello, in ue4 I can use regex in my *.build.cs with
using System.Text.RegularExpressions
But now ue5 uses bundled net sdk and I get error
I just compiled the latest 5.0 and now i get some conversion errors regarding FVector and FVector3f with some plugins. What is the best solution, convert all the existing FVector to FVector3f?
Should be enough until the plugins get 5.0 updates.
which branch is ue5-preview?
Branch named "5.0"
thanks
Hello, does world partition work in network ? I compiled a server yesterday and when my client from editor connect to the server I saw a black screen, I could see my mouse pointer changing and see that it loading part of my project but the landscape is not there.... weird
It does, but the server will load the whole world.
what's the point to have wp then lol
this will slow down the game a lot
wp should be deal on the client side
It can't
The server has to hold the authority state for all actors, otherwise how would a client know what condition the world is in in a given partition
You can mitigate that with network relevancy ofc, so the actors that arent in range of any players are basically "sleeping"
@willow flame ok that the server owns the map but WP client side loads the proxies it needs right?
The problem I have, when the client loads the level, there is no landscape being loaded in the Outliner.
What version are you using? Landscape support was added quite late, for example it was not supported in Early Access
and you will only see things loaded in the outliner that are close to you, rest are HLOD generated grid cells
v.5.0
So you built the 5.0 branch on Git from source yourself? Then you should have practically the final 5.0 version yeah
I see black screen, only a few thing is loaded not event the light is loaded
yes I build it myself and it work well
sounds like a broken build? Try the Preview 2 version on the Epic launcher
I could't compile it with the Preview 2 because you need the source for compiling server
no idea what you mean there, you really only need the source if you are modifying the engine or need newer versions than are on the launcher
I need the source folder
In your scene, make sure your light and skydome are not marked as "Spatially loaded", but I believe they shouldnt be by deafult
if you created the light yourself it might be trying to WP load it
I read somehere that I need the git version to be able to compile the dedicated server ..
thats BS 😛
also check the flag I mentioned on your light actors
np! good luck
I need it hehe
why is there ony Unrealbot with "Localization Automation" on 5.0 Tree ?
is that completed ?
we need to move on ue5-main from now on ?
please just can you explain to me what is that unrealbot ?
on what purpose ?
changing the gitdeps ? Hash and stuff ?
localization of what ?
what is that benefit of having that ?
btw if you can't help/explain my question, it doesn't mean that you can't rest your fingers from typing
🤔
so that means they use it for their own branches ?
mm i see, thanks for your answer, i just ask alot of noob questions 🙂
and there was fixing commit on 5.0 , but it just stopped ? that means they are testing those changes in -main branch for 5.0 ?
5.0 branch is currently locked for the full release in April 5
ah i see
thanks
if this is the final stage for 5.0 i'd like to wait for foliage support and after that forward shading
yea or maybe i can count on it for 5.2 or more
Here’s hoping the documentation gets overhauled for 5.0 release
5.1 would also be acceptable
Hey folks. I'm building ue5-main for the first time and need some guidance. I followed the instructions in the readme on GitHub. The solution builds successfully with no errors or warnings, but my Binaries folder only has these files in it. Quite bare bones compared to what is supposed to be there. Any idea what might have gone wrong?
What do you mean? From within VS? I'm new to VS (usually only work in VS Code).
UnrealEditor.exe binary didn't build so I'm not sure what to launch.
Hello, it's there a way to convert back to UE5 P2 from new git 5.0 version ? I was able to convert it but lost a lot of thing.... those BP didn't changed and they are no longer compatible ?
omg.... I could wait months.... I have a backup of my project... it's just long to roleback manually
OK. I'll try that and report back.
I'm suprise there's no tool to convert it back... i'm sure that there's only string that changed version number..
because those BP didn't changed, I just resave them and now no longer compatible
The build took about 1 hour and finished without errors or warnings. The editor seems to be launching after using the F5 method from within VS, as you suggested.
What does that mean if it launched from VS but all the files aren't in /Binaries?
lol true.
Hello, it's me.
I looked in the wrong folder (a previous attempt at building).
Carry on. 😅
no womder commits were quiet
Could someone explain me the difference between EditorHash and RuntimeHash in WorldPartition code?
Nice
Model - raw data from somewhere (like data base)
ViewModel - Adapter - converts data from Model to something which can be displayed in user facing way, like convert some ambigous double values to text, can also convert other way around from user inputs to something digestable by underlaying model
View - just display whatever ViewModel provides
Without some dedicated framework, this pattern is honestly quite usless
as the biggest gains are when you can dynamically bind ViewModel to View
so can have single viewmodel serving different view layouts
???
Yeah I am sort of still trying to figure it out, spelunking through world partition code. Weird they have this separation between the two though. Also, seems like World partition is designed to be extended via streamingpolicy and hashes, but it is so convoluted.
but it is so convoluted
Sounds like business as usual for Epic.
Yeah, I am trying to make this work with 3D
the widget/minimap is very messed up for me
maybe I am naive, but it seems overengineered to me, also no docs, no comments, sigh
Do you know which stream?
thank you
awesome, thanks ^_^
There is also this but that was for early access and some things changed:
Check out the new features and tools that make it easier to work on large open worlds in Unreal Engine 5. With a bird’s-eye overview of World Partition, One File Per Actor, and more, you’ll have everything you need to start creating your own open world games.
Trying to implement Froyok's lens flare into my build of 5 but VS is throwing an error saying that "DownsampledSceneColor" is undefined
and TemporalAA.h is defined here
NVM, got it fixed
nice commits
it's happening
release soon?
There are recent commits that have gone to improving the UX for minimap building and HLODs generation. We'll know soon enough
What's your degree of certainty for that claim ? 🤨
About the release date, that is...
There is no official word, assume anything else is rumor.
Regardless, we'll find out in a few days.
well a full matrix breakdown means they are releasing the files. They did so for valley of the ancients demo and released EA. They also said matrix project files would be out with ue5 stable ship
They did ? I probably missed that announcement. Could you share a link to it, please ?
I saw it on reddit about source files for matrix demo and I think that is the part they are asking @lofty idol
Valley of the ancients wasn't subject to third party IP. I'd love it to be released but I don't think it's certain it'll be released unless I missed an announcement for the source
Regardless of what Epic is planning, I don't think that post says what you think it says.
I thought you had links to a confirmation by Epic.
Bummer 😟
all of the actual matrix ip related stuff will probably be nixed to prevent any issues
time will tell
saw this a few days after the demo came out.
that is a valid point actually but there isnt really much stuff ip related in it apart from neo and trinity honestly. Music might be removed tho
They will just release the city part.
yes, the city part of matrix demo is called CitySample and is expected to be provided
With the new one file per actor setup, I find it really hard to cherry pick / stage only the actors which I want to commit changes for because their file names are so random it's difficult to really figure out their identity beyond the scene they belong to.
Do you think there are any other ways around this currently?
Look at the Changelist inside the SourceControl tool in UE5. You will see a more detailed view about the actors rather then their raw file.
Ahh okay thanks! I've not tried that yet. I'm using SourceTree 😅
If your using git, the git (beta) source control option in UE5 won't give you a proper Changelist. https://github.com/SRombauts/UE4GitPlugin There is a plugin for Git, not sure if it works with that, but it's also not available for UE5 yet.
OK, now I have something tangible to work with. I saw commits related to "CitySample" and "TheOrigin"
awww I really wanted that metahuman Neo model ☹
The Origin?
I have a new theory for TheOrigin.
New Unreal Tournament. Unreal Engine social accounts: 1st April - UT99 logo, 2nd April - UT 2k logo, today it has UT3 logo
Would fit the scenario. UT was kind of origin of UE
but it is all just crazy speculation 😁
But it can also be just UE logos. Tomorrow csn be UE4 logo and on tuesday it will be UE5
I hope they dont abandon it like they did 4 if this is true
I would love new UT, kinda doubt it will happen since the current one is dead but who knows
precisely. Fortnite and engine development already has their hands full
that would be interesting but at the same time i always hate events they announce from the fortnite account hahah it leads to so many annoying people in chat but it did look interesting since they last showed it was basically going to be a mod editor on pc
commit 96a58955b9ec854664adab33059a80d594dec0ba
Author: graham wihlidal <Graham.Wihlidal@epicgames.com>
Date: Wed Mar 23 22:22:13 2022 -0400
Fixed broken Nanite materials for various meshes in CitySample content. Previously fix for TheOrigin was to change the GPU scene material table upload to use MaterialSlotCount instead of material max index +1,
"CitySample", that's gotta be the matrix thing
There is also a project mentioned named Reverb ; is that one new?
that's maybe the old ps5 unveil demo, it mentions an "entry cave shot" in one commit
and something mentioning "IterationProfile: Replace Reverb with AncientGame"
"Lyra" is another one mentioned
another "TheOrigin" (mentioned in above changelog too)
" Bulk-merge of Mass-related Frosty-side changes"
is "Mass" one too or is that a plugin or something?
oh I think that's a mass enemy thing right?
Added Mobility logic to the ISM Update and to Mass Mesh Descriptor
Mass is the new ecs
ah niice
it's used in the matrix demo for crowds and traffic
Fix for agent head meshes not replaying properly in Frosty sounds kind of matrixy, though of course there are mny other kinds of agent 😎
"agent" refers to a Mass entity that communicates with the regular gameplay framework
miiiisterrr anderson...
okay this is ridiculous now
some may be sections of levels of the others
Feels like 5.1 will be the engines actual release
I'm planning to work on a new engine version, but I already have a fork published on my github. What's the cleanest way to make a second fork without creating a new organization?
Probably "rename your existing forked repository, fork a second time", though I grant I haven't tried that.
No?
I think they mean that it will be much more stable
UE4 was pretty shaky for a few versions
Lyra - new game sample
CitySample, Frosty - matrix demo
TheOrigin - ?
Topaz - Ancient Demo
Rift - ? Guess something for Fornite.
Yeah Rift can be Creative 2.0 according to the name
Imagine if TheOrigin is a new UT 🤓
Anyways, only sample I wanna get my hands on is Lyra 😫
Matrix files are already on p4 ?
I wonder how they would use ue5 for a fast paced game lile UT. Nanite woupd be nice but lumen would definitely be out 🤔
no
Can be just a sample
But idk tbh, the name just makes think it can be UT
I do not think it’s that since Lyra is focused on Shooter stuff
An equivalent to ShooterGame but using GAS, EnhancedInput etc
TheOrigin can just be a Lumen/Nanite sample showcase similar to the PS5 first demo
And +, Fortnite is kinda their new UT since a few years, this is clearly the project where they are experimenting stuff
Only difference actually is that UT was Open Source and the community was able to contribute to the development
All UT devs moved to Fortnite as of 2017/2018
So don’t hype you tooo much, State of Unreal can be just Tim talking about Creative 2.0 and what is planned for the future with Fortnite expansion and then talking about UE5 and follow on a Matrix Sample presentation
FWIW Unreal Tournament is pretty much dead by now
Nobody's playing arena shooter anymore these days.
@shadow birch Epic should make it Player Unreal's Tournaments
Halo 🙄
Close but not exactly UT
What?
Creative 2.0 should include Verse, right? 🤔
it should, i guess they will talk about it tmr
So the big things that are incomplete in UE5/are being developed on ue5-main: Pose Search (motion matching), Contextual animation, Strata, Lumen translucent material support, Chaos Cloth, Chaos Flesh, Mass, State Trees, Nanite programmable rasterizer (masked material support, some sort of wpo... Maybe) - What else am I missing?
yeah ue5-main is basically preparing stuff for upcoming versions (5.1, 5.2 etcccc)
missing: MVVM, asset virtualization, Horde,
Chaos Cloth is probabaly most polished of all those 😄
Some of them are probably going to be silently dropped.
battle tested in fortnite for 2 years, not surprising 🙂
Some new Proc gen tools (PCG plugin), MLDeformer, Optimus, WFC nodes, a new WebAPI plugin
Wave Function Collapse
ahh
my first thought was Windows Communication Foundation and wondered why letters have different order -;-
😄 haha, yeah I would probably have thought the same.. Good ol' Indigo 🙂
oh adding to list Zone Graph
Smart Objects
i guuess it's useable since it's used in Matrix Demo
buut hell if I know how to automatically place it over 64km map
The big one that I remember only seeing in ue5-main was the interaction with World Static/World Dynamic collision channels. Was it also added to 5.0?
Does someone know what samples are on p4 atm except Lyra ?
nothing new
hm
everything else is on private streams or /restricted
It doesn't by default. A systems that gives specific target frames for contextual situations a higher weight for the "current pose query" would still be needed.
yes but that system is abouut enviromental awernes
Example: In the Echo in the Valley of Nanite demo, when she places her hand on the door frame. To do that with motion matching, you would have to add temporal elements, like they did with UE3 or TLOU2
motion matching is just database to search for specific criteria
and I'm now like 99% suure
it's going to be enhanced with machine learning
since they hired the main researche of all those fancy ML animations from Ubisoft ;d
That would be Motion Synthesis.
But regardless of the implementation, to be able to target specific poses contextually, Pose Search will need a system that targets a specific pose, in a specific place, in a specific number of frames.
To recreate the Echo in the Valley of Nanite with pose search, it would involve calculating the player trajectory, seeing if it hits any "contextual trigger volumes" -> placing a given target pose frame (Echo touching the door frame for example) on the trajectory at the intersection point -> searching through the possibility space to grab the correct frames to transition to that pose.
So some sort of "contextual animation" system would still be needed 😅 . /rant
for me it sounds like more complex cover system
with more detailed enviromental awerness
well
if I get the enviermental awerness part in form of plugin
I wont complain : D
horde?
CIS system from epic
it will also support asset virtuualizatio and yet unnouuced featuures
Has anyone run the 5.0 branch successfully? On my AMD card, it crashes with GPU device removed right after the editor window shown up regardless what project it is.
What does CIS stand for?
So that isn't fully implemented yet?
Continous Integration System
Maybe a stupid question, but why does Epic want implement its own CIS for UE?
Heaps of reasons they might want to. P4 is expensive, they might feel they have a solution that's more fit for purpose due to project scale and/or usage patterns, in general they seem to be building more and more of an ecosystem they own and control, and that's one more piece of the puzzle.
So cost, technical and/or business development reasons
Narrowing down which reason will depend on what they release if they are intending to release something
There's been only references spotted in code afaik. So there is no guarantee anything is coming
Just speculation, since building and testing are most done on cloud computers, maybe Epic want to extend its Online Services to more than hosting & shipping games
**Horde** is a scalable, cloud-ready, distributed build framework and content-addressable storage platform
designed for Unreal Engine.
Goals of the project include:
* Remote execution of arbitrary workloads, including compilation of source code and building assets (like SN-DBS,
FastBuild, IncrediBuild et al).
* Storage of bulk data for source assets.
* Caching of assets and build artifacts through Unreal Engine's DDC system.
* Storage for final build artifacts (eg. packaged builds).
* Replication of data between studios on a planet scale.
* A CI/CD system for teams to test, build and publish their projects.
most of it is not implemented in available code
but Horde is more like cloud extension of Unreal Editor
Engine\Source\Programs\Horde\README.md
Thanks for pointing it out. So it pretty much the Unreal version of Unity's Cloud Build service.
It's just a replacement for Jenkins/TeamCity with more Unreal Engine / Perforce integration support via automation tool.
nah
it's not just jenkins replacment
it's also metadata server for UGS
it will be storage for virtualized assets
and that's my wild speculation it will be server for Skein
What’s skein?
VCS worked on by Epic
Ahh
[15/171] Link UnrealEditor-D3D12RHI.dll
Creating library ..\Intermediate\Build\Win64\UnrealEditor\Development\D3D12RHI\UnrealEditor-D3D12RHI.suppressed.lib and object ..\Intermediate\Build\Win64\UnrealEditor\Development\D3D12RHI\UnrealEditor-D3D12RHI.suppressed.exp
0>Module.D3D12RHI.1_of_4.cpp.obj: Error : LNK2001: unresolved external symbol "public: static class FCompositeBuffer const FCompositeBuffer::Null" (?Null@FCompositeBuffer@@2V1@B)
0>Module.D3D12RHI.2_of_4.cpp.obj: Error : LNK2001: unresolved external symbol "public: static class FCompositeBuffer const FCompositeBuffer::Null" (?Null@FCompositeBuffer@@2V1@B)
0>Module.D3D12RHI.3_of_4.cpp.obj: Error : LNK2001: unresolved external symbol "public: static class FCompositeBuffer const FCompositeBuffer::Null" (?Null@FCompositeBuffer@@2V1@B)
0>Module.D3D12RHI.4_of_4.cpp.obj: Error : LNK2001: unresolved external symbol "public: static class FCompositeBuffer const FCompositeBuffer::Null" (?Null@FCompositeBuffer@@2V1@B)
0>Module.D3D12RHI.1_of_4.cpp.obj: Error : LNK2001: unresolved external symbol "public: static class FCompressedBuffer const FCompressedBuffer::Null" (?Null@FCompressedBuffer@@2V1@B)
0>Module.D3D12RHI.2_of_4.cpp.obj: Error : LNK2001: unresolved external symbol "public: static class FCompressedBuffer const FCompressedBuffer::Null" (?Null@FCompressedBuffer@@2V1@B)
0>Module.D3D12RHI.3_of_4.cpp.obj: Error : LNK2001: unresolved external symbol "public: static class FCompressedBuffer const FCompressedBuffer::Null" (?Null@FCompressedBuffer@@2V1@B)
0>Module.D3D12RHI.4_of_4.cpp.obj: Error : LNK2001: unresolved external symbol "public: static class FCompressedBuffer const FCompressedBuffer::Null" (?Null@FCompressedBuffer@@2V1@B)
0>..\Binaries\Win64\UnrealEditor-D3D12RHI.dll: Error : LNK1120: 2 unresolved externals
any idea on what could cause this to happen
Yeah horde will soon becomr no-brainer fur UE automation. It will be managing also dev kits.
Which branch is it, is it latest UE5-main? Looks like a method or variable called "Null" is not defined anywhere
oh right I should clarify more, i'm on ue5-main preview2 tag, the branch was working fine for me since release, i didn't change anything in code it just stopped
i mean 5.0 sorry
probably some lib got deleted, cleaning and recompiling the engine might work
i will give up on it 5.0 stable might be released tomorrow anyway
i tried to build without cleaning didn't work
Also, the 5.0 branch fails on my AMD device with GPU removed
Is there anyone facing the same issue?
The crash log says something about memory barrier state when writing to the backbuffer
On my AMD gpu it works normally as well
Ok, I am going to re-compile and update my driver to latest
I accidentally clicked here and there in GitHub desktop,played with the branches,click fetch,pull and many more.Now when I try to build my solution ,I need to build from the start which took me 40hours.How can I revert to my default engine source?!
In an IGN interview Epic said that they wanted run UE5 on the cloud, specially for students who don't have powerful computers and want to learn the engine.
If they want to make that transition with minimal changes to the engine itself, they might end up creating something like Paperspace (low latency desktop streaming) and build on top of that platform. They could even have the editor state replicated client-side and only stream the viewport proper. This is one direction I expect Unreal Engine to take by the time 6.0 is released.
In the meantime, we might see pure desktop and cloud versions of the engine coexist, much like with Adobe's Creative Cloud
Doesn't something similar already exist with pixel streaming? Like, metahuman is already running UE.
From a performance, UX or business standpoint ?
The real question is whether or not that'll still be the state of affairs 8-10 years from now.
I'm with Lorash on this.
Leaving ever-increasing players expectations aside for a moment, UE has become less and less greedy in resources for any given workload and hardware has kept improving there has to be some point where those two curves meet
And that point will determine the market for this solution
I'll use Unity before I use an engine designed to be used from the Cloud.
Wait till Unity decides to make that transition first 😄
I think that's actually the strongest argument against my theory so far
I don't think SaaSS for developers will go anywhere anytime soon, developers usually are in the end of the spectrum, developers value time. And it's pretty common for folks here to have 64gb of Ram, 3080-3070 and a 5900X. Running an instance with similiar specs on a cloud would be extremely expensive.
I don't think their solution will be the fully fledged editor. I think it would be more of a sandbox and a learning tool for kids from Fortnite creative.
Here's the interview btw https://in.ign.com/unreal-engine-5-lumen-in-the-land-of-nanite-demo-playstation-5/155871/interview/unreal-engine-5-cloud-game-development-epic-india-sameer-pitalwalla
"The new cloud-based platform, Pitalwalla tells me, involves daily training of Unreal Engine essentials. It’s still in its early stages, however, and the company is yet to roll it out to all regions at scale."
More people on your ecosystem the better
But yeah, I can see a cloud version being pushed to prosumers and beginners. Photoshop has a cloud version even. However in our spectrum our usage is pretty demanding. So if everything goes cloud I believe developers would be the last case the companies would worry about.
And we don't have anywhere near the problems companies face with hacking or piracy that would motivate them to put their games on cloud only
Vray already has a service like that. I personally would pay for something similar.
Epic about to present tomorrow Unreal Engine 5 as NFT with the power of blockchain
you're making me gag
yep they changed it to ue4 on monday
i would love to see the icons from ut99 and ut 2k which they put up
as i missed those
Azure and AWS already have UE4 editor cloud offerings
You were right. It's already a beta feature:
https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/PixelStreaming/
There was recently a giant commit on ue5-main related to Pixel Streaming
We might've been onto something
@lofty idol Looks like all of the pieces are falling into place 😄
Which branch is your default engine branch? Release? git checkout <branch-name> would switch branches. Also, if you select ue5 or ue4 project, it would save a lot of time instead of building the entire solution.
Is it possible to generate vs 2017 project files for ue5?
So what, some last minute merges before the talk? lol
may as well just switch to 2022
not really any good reason to stick around
you might be able to switch it in buildsettings.xml if you really want
I need it to be able to load the pdb files for the fbx sdk - the only one Epic include with the engine is the vs2017 one 🙃
lol, you have a very specific problem
right? 😂
hold on, let me see if I can make an example? not sure if this will be enough
I've tried using the -2017 argument for GenerateProjectFiles.bat but that seems to have no effect on the projects showing up as incompatible inside vs 2017
I'm currently trying out the -ThirdParty argument in a "swing in the dark" that may give me symbols for the fbx sdk in 2019
But I would definitely appreciate the pointers on the xml 🙏
<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
<ProjectFileGenerator>
<Format>VisualStudio2017</Format>
</ProjectFileGenerator>
</Configuration>
if this is old it will tell you @merry karma
cheers!
(forgot to mention, this is BuildConfiguration.xml)
this is also where you can set more memory *worker thread etc
I'll give it a shot!
It's out 🤩
No release tag on github yet, right?
right
but 5.0 is what will be pushed to release 100%
yeah, just curious for the actual commit^^ or if there are some commits missing
uh oh, mass isn't even on the experimental features page.
I remember there are multiple locations of that file. And that does not work for me anymore on the ue5-main branch. Today, I simply go to ParallelExecutor.cs in UBT and set the processor multiplier to 2.0.
is it in the store front
i got 404
Just as I buy a new Ryzen 5950x to aid in all those compile times...
you need to connect your epic account to git
ok ive seen that brb
both are conected and still 404
its cute thought
little obi wan
So I'm gonna guess that ERROR: Invalid project file format 'VisualStudio2017 is not what I wanted to see? 😂
it might be VS2017 or something
too busy on 5 to check
ahh
I had assumed that meant "stop trying to build it for 17 dipshit"
I would suggest just switching to 2022 if possible though
it's so much faster
hopefully the pdb thing has a workaround
autodesk haven't even released the fbx sdk for 22 yet haha
let alone the pdbs
and ERROR: Unhandled project file type '2017 is gonna mean it 'aint possible?
Support for VS2017 has been deprecated idk if it was merged from main
but I wouldn't bother using it
Can we build ue5.0 from source with Vs2022 ?
yes
"Nanite now requires DX12 on Windows. DX11 is no longer supported."
Still doesn't tell us why they dropped it
probably polyfilling
well I guess that 30xx+Win11 fix was never merged from ue5-main 🙂
Official docs list 2019 and 2022 only
https://docs.unrealengine.com/5.0/en-US/hardware-and-software-specifications-for-unreal-engine/
Its' worth it for people taking a look at the requirements 🙂 Windows 10 is listed as a requirement for nanite, for example.
Latest ue5-main editor is crashing on m1 mac whenever an environment query is added to map and is later validated:
LogContentValidation: Display: Validating EnvQuery /Game/Core/PositionsQuery.PositionsQuery
2022-04-05 14:49:30.240350-0400 UnrealEditor[1523:685795] [UE] Assertion failed: Backing.Buffer.GetStorageMode() == Mode [File:./Runtime/Apple/MetalRHI/Private/MetalVertexBuffer.cpp] [Line: 287]
Then:
|2022-04-05 15:14:11.875372-0400 UnrealEditor[24241:755758] [UE] [2022.04.05-19.14.11:874][ 48]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x3
Has been like this for at least a week. Not sure how to work around or where best to report.
Trying to debug gives:
Message from debugger: The LLDB RPC server has exited unexpectedly. You may need to manually terminate your process. Please file a bug if you have reproducible steps.
runtime_msg_handler(): mach_msg() failure
XCode Version 13.3 (13E113)
I know this is a git question, but I wonder if anyone here knows the answer.
A while ago one of my team used git lfs install --skip-smudge
Now every time they pull, they have to manually git lfs pull every time.
What is the way to reverse that initial command, does anyone know?
@desert oxide not sure but it's probably set somewhere in the config in the .git directory or in the user's ~/.gitconfig
Ahh, of course. Why didn't I think of that. Thank you!
Looks like it writes the config into the user's global config by default
you can probably just do git lfs install --force to overwrite it
Appreciate that, thank you!
Turns out the global config was the easiest way. Thanks again
how do you migrate an older ue5 project to the official version?
I believe you simply launch it through the new editor version and it prompts you to upgrade.
Does anyone know why the code of the ue5-main branch still isn't the same as the newly released 5.0 version? Are there simply still experimental features in it?
Main will turn into 5.1 eventually
I was just about to say that I also found an explanation on the Github xD
Most active development on UE5 happens in the ue5-main branch. This branch reflects the cutting edge of the engine and may be buggy — it may not even compile. We make it available for battle-hardened developers eager to test new features or work in lock-step with us.
If you choose to work in this branch, be aware that it is likely to be ahead of the branches for the current official release and the next upcoming release. Therefore, content and code that you create to work with the ue5-main branch may not be compatible with public releases until we create a new branch directly from ue5-main for a future official release.
the release branch in github will point at 5.0 (plus hotfixes) until 5.1 releases, but if you're on main you'll get the latest (probably broken) code
I would not recommend using main at all any more, they'll move the critical fixes into 5.0.1 or whatever
I was hoping for a specific thing in the ue5-main branch to come with this release, but it didn't make it in 😦
Thanks for the answer though 👍
There's a pinned comment I wrote about the differences between the branches that gives a bit more info here: #ue5-engine-source message
In my case I really would have loved getting something from the main branch on the current release, but considering I quite literally don't have the disk space to get a source build I'll just have to wait until I can get a new SSD in my PC. That's why I was hoping for the new release to have it, but oh well 😛
Thanks for the message though, it's a bit clearer than the 'readme'!
Does anyone remember how to make the UE launcher know about my github downloaded source code for plugin installation?
If you figure that out let me know, been asking for a "Download Plugin" button for at least 5 years.
If you have enough space, a shitty workaround is to install the appropriate engine version and then symlink the plugin folder to your source build
Can't get around installing the whole engine sadly 😦
No idea why it's still not supported
Or just install the engine and then just totally replace the install with your source build? 🙂
hax
Any plans for rvt blending between nanite meshes for future release?
Has anyone else had the source build take a long time to launch? Mine compiled fine pretty quick but launching it seems to be stuck at 83%. It has been like this for about an hour and it isn't compiling shaders anymore.
An hour is excessive, I just did this and it took me about 10 minutes to load first time. What's the last thing in the log
And are you sure you haven't randomly hit a break point? 😛
Is the changelist in build.version meant to be 0, or is that an oversight in git?
i started it without the debugger now so we will see if it works
it there a log file I could look at? The sharders are build but it just looks like its idle now
i have ue5 on an m.2 drive and have the latest hardware so it isn't my computer that is an issue
I should be able to download visual stuido 2022 to build unreal engine correct? I dont have to use 2019 do i?
how do I get the latest updates from github without redownlaoding erverything
git pull origin (what goes here)
is it the git pull origin release
?
yes
okay thank youy I was nervous to screw it up lol
haha no worries. good thing with git, you can always undo something 🙂 (for 99% of cases haha)
im trying to understand it lol