#ue5-engine-source

1 messages · Page 17 of 1

strong hull
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time will tell atm its not in

astral ore
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Ok. Thanks.

opaque phoenix
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man nanite wpo would make skeletal possible for nanite

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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?

lofty idol
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Wait, I just noticed windows 10 seems to be stuck on wddm 2.7

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does that mean nanite will be windows 11 only? 🤔

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(wddm 2.7 only supports SM 6.5 regardless of hardware, in case you didn't know)

lofty idol
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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 😩

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Anyone here can get the latest ue5-main work in dx12 sm6.6 with windows 10?

tranquil zenith
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converting worlds to use world partition still prety much not working still bleh

opaque phoenix
lofty idol
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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" ?

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¯_(ツ)_/¯

tranquil zenith
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they have WPO with nanite in the works!??

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Omfg if that works omg

tranquil zenith
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If they get masked materials and WPO working with nanite then my mind will be utterly blown away at the possibilities that open up

lofty idol
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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 (?).

lofty idol
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is there any point building from source rn compared to using latest early access in the launcher?

eager hedge
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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.

lofty idol
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ah, good, cause I know the early access builds used to be outdated as all living hell

tranquil zenith
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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?

opaque phoenix
fast sluice
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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..

heavy mango
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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)

wicked otter
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Try moving it to a directory with a shorter file path, like a folder on the C drive

inland gyro
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yeah had same problem too

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just place it somewhere with short path

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like D:\unreal

gilded pecan
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TSR looks much improved in UE5-main

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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.

gilded pecan
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RTX3070 - ue5-main -> 0.95ms @ 2560x1080 @ r.screenpercentage 66

gilded pecan
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Just tested in UE5.0 Preview 2 and I'm getting 0.92ms with the same settings, so it might have regressed a bit.

static copper
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make sure all other editor windows etc are closed

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including notification popups it seems

heavy mango
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How can I speed up building UE5? It has taken hours now

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It took almost 8 hours to reach one-fifth of the way there. And I have an alright computer.

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Well, I have more ram than it is currently using, so it shouldn't be an issue.

cedar tree
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yup, for example 32 GB for my 5950X wasn't enough

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ran out of memory while compiling

heavy mango
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Yeah I have more.

lofty idol
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Disable anti virus, if you have >8 cores check ram as mentioned above.

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My 4 year old laptop builds 5.0 in 3 hours (4 core i7 something).

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Though to be fair, it builds the game project rather than the whole engine, never tried whole engine myself.

heavy mango
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Even my browser almost uses more ram than visual studio. Its like they limit the amount of ram it uses?

radiant pewter
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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)

tranquil zenith
arctic cradle
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I mean, the error is right there.

proper bear
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hi, how to fix this ? ...;/

radiant pewter
simple igloo
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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

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I have just realised this lol

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yeah haha

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now I'm back to being lost

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this it?

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seems like it

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yeah thats it, thanks for the tags pointer

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i'd never have found it

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yeah lol

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it was in the releases pages

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but prev 2 isnt there

cedar tree
primal grail
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hi, i have several questions about UE's build system:

  • there's a UnrealGame target, what is it here for? is it used in place of the custom {ProjectName}.Target.cs file we have? are modifications to GlobalDefinitions contained here applied to a shipping build of {ProjectName}.Target.cs?
  • when should you use TargetBuildEnvironment.Unique instead of TargetBuildEnvironment.Shared?
lofty idol
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so... anyone run the latest ue5-main w/ nanite on windows 10 yet?

tranquil zenith
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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

limpid light
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Just a general observation that ue5-main branch seems unusually unstable lately.

lofty idol
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non 10xx cards can run nanite with sm 6.6?

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with windows 10?

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if so, that's better, because it is nvidia shafting people rather than microsoft, but still...

limpid light
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yes, I have a team member with a 3090 card on Win10 with no issues

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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

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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

golden mesa
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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

lofty idol
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aside from crashing, it shows my 1080ti as 6.5, just like gpuz

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Hopefully someday nvidia/amd will address it with drivers :/

limpid light
lofty idol
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Yep, it's the latest one.

limpid light
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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

lofty idol
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I hope at least Vulkan won't have this issue, but extension support on that one is even worse.

limpid light
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Also another person with a Radeon RX580 also sees SM 6.5

chrome ingot
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my 6800m is showing 6.6 as expected 🙂

distant swallow
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dang the version of unreal i build,for some reason isn't initiating the attributetypes for animations

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so when i make a build insta crash

exotic horizon
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My amd gpu crashes while rendering 4k video in ue5. I really hate this because I have to then render the video in vegas

wheat salmon
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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

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hm fixed my issue by deleting the binaries and building again, interesting

strong agate
static copper
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that has saved me a couple times

wheat salmon
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Ok, thought there maybe was a general config file^^ but thx!

opaque phoenix
lofty idol
surreal hull
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\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

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what does this mean any why does it occur

lavish grove
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my 3080 (on W10) shows SM6.5 in dxcaps but ue5 says 'LogD3D12RHI: Shader Model 6.6 atomic64 is supported'

radiant pewter
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who compiled ue5-main, is there more fps than in 5.0? or there is no difference

lofty idol
lavish grove
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yes

scenic mauve
# radiant pewter who compiled ue5-main, is there more fps than in 5.0? or there is no difference

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.

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In other words, it isn't worth it yet. Any performance differences will likely trickle down into the preview versions eventually.

eager hedge
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over time ue5-main is more likely to have vast performance differences between versions anyway

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perf doesn't just get better, there are going to be way more regressions in ue5-main compared to stabilization branches.

scenic mauve
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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.

opaque phoenix
gilded pecan
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Can anyone on the latest ue5 branch (not main) confirm if the new Manny + Quinn are in there?

lofty bear
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Has anyone successfully reimplemented tessellation in UE5?

inland gyro
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anybody ran 5.1 on linux? 5.0 runs fine, 5.1 crashes with some shader error when opening scene

cedar tree
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I don't think anyone has added tessellation back in

limpid light
inland gyro
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yeah it was on 1080

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gona try on laptop with 3080 tomorrow

limpid light
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then its not a platform thing 🙂 its related to the SM 6.6 Nanite change they are doing

inland gyro
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about week ago commits

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anyway ty for info

lofty bear
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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.

cedar tree
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hmm yea I suppose that does pose a problem, nanite requires offline number crunching right?

kindred jetty
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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?

limpid light
lone ore
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Running ue5-main on macOS, editor always crashes when I try to open particular assets:
Ensure condition failed: !UberGraphFramePointerProperty == !UberGraphFunction

Any ideas?

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the value seems to be null

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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.

gilded pecan
ashen kiln
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Those files are downloaded from Setup.bat, you can't find a specific commit for that probably.

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Your best bet is going into Commit.gitdeps.xml file and opening Blame view in github, then find entries for those files.

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This will show you which commit updated Commit.gitdeps file for those assets. @gilded pecan

echo bough
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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?

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Trying to start dedicated server

cursive elk
tranquil zenith
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I'm confused with this LWC system. There are still errors and nothing functions properly outside of the 20km limit

nova hound
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is the 5.0 version on github the same as preview 2 or is there a branch to downlaod that is?

limpid light
limpid light
nova hound
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hmm

tranquil zenith
nova hound
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gah i was looking for branch not tag

limpid light
tranquil zenith
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haha gotcha. I'm a busy man so I miss a lot of info

tranquil zenith
limpid light
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no single one no, information is very spread. Best source is to read the commits daily

chrome ingot
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@cursive elkAMD Driver 22.1.2 , direct from AMD. I wonder if it has to do with me using Windows 11?

latent iris
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Yeah, but Win11 😭

crimson granite
crimson granite
lone ore
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limpid light
crimson granite
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Yup can’t wait 🙂

surreal hull
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help

lone ore
surreal hull
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i did

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i also tried deleting everything and starting over on the current ue5-main

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do you recommend the latest commit that actually works?

chrome ingot
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do you have a reason to be using main over 5.0?

austere cradle
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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?

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ah sorry see you just discussed that..

austere cradle
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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

austere cradle
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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

surreal hull
kindred jetty
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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?

scenic cave
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something like adding -2022 to GenerateProjectFiles.bat or something like that, lemme check

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yeep, @kindred jetty run it as GenerateProjectFiles.bat -2022 or whatever visual studio you want

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oh, you have a toolchain missmatch? 🤔 maybe that is in your path as mvc?

kindred jetty
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just to test I've uninstalled msvc 2022 and now I could generate proper solution for vs2019

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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 ?

cedar tree
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order independent transparency coming for DX12? 🤔

lone ore
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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

manic radish
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Hey guys, im following a tutorial for setting up source control for ue4... but for me the console command is not working.. any ideas?

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git is not recognized

kindred jetty
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it means git is not installed or path to it not visible - is it in 'echo %path%' output ?

manic radish
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it automaticaly installed it in this folder

cedar tree
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command line searches for binaries based on your "path" environmental variable

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if the folder where git binary is stored isn't there it can't find it

manic radish
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Actually im not familiar at all with github, i just downloaded the installer and follow a tutorial

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but for me it's not working

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im not sure why my installation folder and path are different from what im seeing on tutorials

kindred jetty
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which tutorial are You following ?

manic radish
#

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...

▶ Play video
limpid light
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It looks like you installed a GUI instead of the actual Git tools

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(also this isnt really a UE5 question, should have been in #source-control )

kindred jetty
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but doesn't gui contains git inside ?

limpid light
manic radish
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but that tutorial says to install github desktop

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and that's what I did

kindred jetty
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I can try help on prv since this is not really a source question, or go #source-control if that You prefer

manic radish
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I will message you, thanks

keen quiver
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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?

limpid light
keen quiver
limpid light
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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?

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Also some information on what the errors are

keen quiver
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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

limpid light
keen quiver
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i will try to package template first and then migrate content

limpid light
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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

keen quiver
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via UI, which options shoul i pick to avoid this error?

limpid light
spring ocean
grand epoch
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Does anyone know if there's a way to have LandscapeStreamingProxies from world partition follow the collision rules set for their parent landscape?

desert oxide
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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.

lofty idol
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If you're using github look at the relevant folders and check history.

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if you want to search commit messages, using a gui that supports it is probably the best way.

winter dirge
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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

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is there some step I'm missing to generate those?

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it's more than just the NeuralNetwork package, though that shows up in half of them

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huh, I guess these are all in intermediates, let me try nuking that and rebuilding

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yup, nuking the BuildRules folders in Intermediates and running GenerateProjectFiles.bat again seems to have done... something... so it compiles again

scenic orbit
austere cradle
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\b is important, tells it to match at word boundaries (otherwise 'wind' finds tons of 'windows' commits)

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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

tranquil zenith
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Why does the source build (5.0) randomly decide to recompile thousands of files...........

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its done this three times

chrome ingot
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did you change anything?

tranquil zenith
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nothing at all

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not a single thing

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what happens is..it crashes

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then when I compile it goes through this..sometimes it does..sometimes it doesnt. there arent any files open and nothing has been changed

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oh well

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Its killing my grove though

chrome ingot
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so you re running the editor/project through VS after compiling, it crashes, then you do it again?

tranquil zenith
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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

chrome ingot
#

after you compile, how do you open the editor and the project?

tranquil zenith
chrome ingot
#

that is fine, thats running it from the editor. Now is that for your project itself or just the engine?

tranquil zenith
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the whole project

chrome ingot
#

when you compile, what do you compile? how do you do it

tranquil zenith
chrome ingot
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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

chrome ingot
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try doing that, see if it builds. then immediately do it again

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it almost sounds like the debugger is doing a full rebuild which would be weird

echo bough
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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? 😄

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I get this error for several ispc files

surreal hull
stone surge
echo bough
stone surge
echo bough
austere cradle
#

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)

echo bough
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@stone surge So it worked eventually, building it with the 5.0 branch

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the issue just vanished

exotic basin
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The build tools are very sensitive to infernal forces

errant ibex
#

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

errant ibex
#

gotcha, I will try there as well, thanks!

cyan laurel
#

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)

feral violet
#

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.

tranquil zenith
#

...How the hell do you destroy an actor in world partition map...destroying it only 'unloads it'

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..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

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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

limpid light
#

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.

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In essence, I'm not aware of any way for dynamic actors to be streamed in WP as the system is now.

torpid valve
#

DataLayers ?

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what is funny is the way Data Layers are handled is already deprecated for 5.1 😄

torpid valve
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data layers are now assets defined in content browser

solid cypress
#

Adjusted UHT table initialization in preperation for plugins.

eager hedge
#

ayyy
fits with them rewriting UHT in C#

#

finally we might have a way to make custom specifiers

static copper
#

yay

latent iris
#

So we'd be able to do our own U-style macros? Like LORASHLOVESBLENDER(true) and have it affect the prop/method?

eager hedge
#

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.

latent iris
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Well that's what I was asking about with the custom specifiers. I know we don't know for sure.

eager hedge
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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.

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That's why I'm being very careful about saying what this is going to entail.

latent iris
#

Alright - so some C#-like attributes is more what you're referring to?

eager hedge
#

At a minimum that's what I'm hoping for.

latent iris
#

(Again - I know none of us actually know what this entails. Just speculation)

eager hedge
#

specifiers are just things like BlueprintReadWrite/EditAnywhere/etc. We can already do custom meta specifiers but those only exist in the editor.

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And you can't (easily) generate further code from them.

latent iris
#

Ahhhhh 💡

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I don't think I actually knew what the BluprintReadWrite/EditAnywhere/etc.. even were actually called 😅

solid cypress
torpid valve
#

there is also nice plugin which allow you to have kind of continuations workflow ControlFlows

opaque phoenix
opaque phoenix
#

I dont understand

opaque phoenix
#

would FSR 2.0 work in ue5?

opaque phoenix
#

ooooh so finally delays inside functions in cpp?

opaque phoenix
#

would this apply to bps too then?

lone ore
#

ah

#

@lofty idol understood, thanks!

dry halo
#

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

opaque phoenix
#

any real life examples of its usage?

dry halo
compact bobcat
#

for a decent computer, how long does this take to build from source?

crimson granite
zealous yarrow
#

A month or 2 ago when I built UE5.0 Development Editor it took around 30-35 minutes on a 5950x

compact bobcat
#

Ok cool, thanks!

strong agate
solid cypress
strong hull
#

yeah i have a 5800x and its less then 60 minutes for sure

solid cypress
crimson granite
#

Well maybe my computer just sucks lol

#

I’m on PCIe 4.0 M.2 so shouldn’t be my drive

torpid valve
#

I honestly hoped it will be some default implementation for slicing bodies and spawning blood 😄

crimson granite
#

anyone else unable to open materials in the latest commit on DX12?

#

When the material graph shows a texture sample the engine crashes

torpid valve
#

nah

#

seems more like muscle simulation

#

soft bodies

#

though idk

#

Machine Learning is better for either case

opaque phoenix
#

so nothing useful for realtime?

errant holly
#

Hi, when importing animation from blender to anril, it's either good or not. how to solve this problem

trim locust
#

maybe it's like assert() and they only import good animations with a random chance 😛

opaque phoenix
#

restricted?

errant holly
#

ty

trim locust
#

wasn't anything usable

torpid valve
#

Restricted are "filtered" out folders which do not show on either p4 or github

opaque phoenix
#

I see

#

so we know they exist but we cant clone them

torpid valve
#

that plugin wasn't doing anything special

#

you cloudn't event create the definition asset by default

opaque phoenix
#

so how chaotic is chaos gonna be at launch of 5.0?

solid cypress
#

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.

quaint kindle
#

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

novel tulip
#

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.

static copper
#

the versioning info is different

quaint kindle
#

ok ..

spring ocean
quaint kindle
#

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

opaque phoenix
#

ok this is odd 5.0 has not being getting any commits but 5.1 is. Are we close to release?

torpid valve
#

doubt there will be more previews

#

they are rather working on samples

static copper
#

new open world level is neat

#

I think it's in p2

opaque phoenix
static copper
#

welcome to the salt flats of Sweeney

limpid light
#
  • more WPO related commits shortly before that one
willow flame
#

Nice. Will be interesting to see how that cost scales with nanite having to evaluate so many more vertices.

limpid light
willow flame
#

Could be the start of the tessellation replacement we've all been waiting for though

limpid light
#

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?

lofty idol
#

Makes sense for both VSM and Nanite.

limpid light
#

Sounds like an optimization to me

lofty idol
#

Sure, at the cost of disabling vertex movement in the distance. Fine for some scenes, not so much for others.

limpid light
#

I'd say fine for most scenes

willow flame
#

There's always the original non-nanite path ofc

#

It's always going to be a pick-your-poison scenario I think

lofty idol
#

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.

torpid valve
#

all of it irrelevelant

#

where is DirectStorage ?

#

I know the API is here

#

but I want to enable it 😄

limpid light
#

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

torpid valve
#

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) 😄

lofty idol
#

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?

limpid light
#

There is only one PC game that has shown benchmarks (at GDC) and it was quite dramatic

torpid valve
#

it really depends the problem with Unreal are.. UObjects and espcially actors

#

which are extremly heavy to allocate

limpid light
#

sadly they didnt show the difference between non-DS and DS, but between normal HDD, SSD and nvme

torpid valve
#

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

limpid light
#

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

torpid valve
#

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

willow flame
#

Man, SSD lifetimes are gonna be a lot shorter once games start launching on this new tech 😄

lofty idol
#

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.

torpid valve
#

decompression is done on GPU

lofty idol
#

Not on PC from Microsoft's press release.

torpid valve
#

no

#

it's on GPU

lofty idol
#

"next on our roadmap." is their latest word on it.

torpid valve
#

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)

lofty idol
#

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)_/¯

torpid valve
#

there is difference

limpid light
torpid valve
#

it's supported on consoles

limpid light
lofty idol
#

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?

limpid light
#

they were not shown unfortunately

lofty idol
#

3.2 seconds vs 4.1 seconds

limpid light
#

Have you been living under a rock? Have you not tried games on the new consoles? The load speeds are insane there

lofty idol
#

Is that because of the direct storage or SSD?

#

Because I've experienced the same difference after switching to an SSD a decade ago

limpid light
#

DS, or the console equivalent

willow flame
#

Consoles also have dedicated decompression hardware, or at least the PS5 does anyway

limpid light
#

MS version is "Velocity" and I cant remember the PS5 name for it

torpid valve
#

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

willow flame
#

Also DS removes two layers of hardware transfer from the process SSD->CPU->RAM->CPU->GPU. With DS its just SSD->GPU right?

limpid light
#

But Terms is correct, we have yet to see an actual real world example of this that we can all try ourselves 🙂

torpid valve
#

Yeah, I want to see how it will work with Unreal

willow flame
#

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

torpid valve
#

right now im not convinced it will bring dramatic improvments

#

just not for the reason DS is bad

lofty idol
#

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.

limpid light
#

MS says typical 20-40% CPU savings overall

willow flame
#

Nanite itself is pretty obviously bottlenecked by streaming performance

lofty idol
#

Tech seems neat, don't get me wrong though.

willow flame
#

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

limpid light
#

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

lofty idol
limpid light
#

hah possible 🙂

ashen kiln
#

5.0 doesn't support direct storage on windows yet, right?

limpid light
#

not as far as we know

lofty idol
#

Why not windows 10?

Microsoft:

limpid light
#

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 😛

ashen kiln
#

Windows 11 is pretty stable with latest updates though

#

It's mostly no-brain update if your system supports it.

limpid light
#

switch the toolbar to be left aligned and you hardly notice its not Win10 😛

ashen kiln
#

Personally, I love the new start menu. Easier to access your most used apps

lofty idol
#

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.

spark plover
limpid light
autumn axle
#

i wanna upgrade at some point but don't want to be worse off for it

#

also makes it harder to test for win10

ashen kiln
#

Yes, but I've cherry-picked the fix for those crashes on Unreal

#

You can find the related commit in my message history

autumn axle
#

thanks i will look thru now

ashen kiln
#

It's submitted into ue5-main branch

autumn axle
#

do you know if it's merged to 5.0 too?

ashen kiln
#

They disabled something called Transient Memory if you're using 3000 series on W11 as workaround

#

Nope, it wasn't

autumn axle
#

oh i think i saw the commit

#

yea will try it out, are you on main currently?

ashen kiln
#

Nope, on 5.0

autumn axle
#

oh cool thanks! will try it out soon then

latent iris
lofty idol
#

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.

last widget
#

There’s a bunch of new animation stuff

lofty idol
#

Oh yeah, control rig is out of beta.

#

If your work is animation heavy that'll be the reason I suppose.

last widget
#

Besides control rig

#

There’s a bunch of new nodes and features for animation blueprints

#

Also the new retargeting tools

lofty idol
#

Some of them are experimental though ¯_(ツ)_/¯

torpid valve
#

what is the issuemwith experimental ? ;p

#

i use most of the experimental stuff that there is

lofty idol
#

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.

latent iris
#

I find that their "experimental" tag is often quite good.

lofty idol
#

network prediction was experimental and got quite the traction too...

#

🙂

latent iris
#

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.

lofty idol
#

if you're going to resort to hyperboles I guess I'll just say different strokes for different folks 🤷

latent iris
#

Not a single hyperbole but w/e.

lofty idol
#

completely dishonest to believe otherwise.
Ok then 😄

latent iris
#

If you want to talk about hyperboles. But this is pointless. You do you.

lofty idol
#

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?!

#

😅

strong agate
#

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

solid cypress
#

What is your use case for data layers?

opaque phoenix
#

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)

lofty idol
#

If only Fortnite would start to use Mass out of nowhere... 🙃

solid cypress
#

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

torpid valve
#

afaik it's mostly done in private

#

i see most AI work on main is just "integrated" from different stream

solid cypress
#

I hope it will at least become some public P4 branch

lofty idol
#

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.

strong agate
#

Wasn't there some mentions of a Fortnite open world in the Apple lawsuit?

lofty idol
#

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.

solid cypress
#

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.

lofty idol
#

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!!!

solid cypress
quaint kindle
#

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.

arctic cradle
#

"The client could see the mouse cursor on the server side" ?

quaint kindle
#

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.

opaque phoenix
#

seems like epic has some annoucements on april 5. There is a State of Unreal planned

torpid valve
#

well I dould hope for imminient Valkyrie release

static copper
solid cypress
#

Recently a new code name popped, any idea what it is? I think it was TheOrigin

torpid valve
#

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

odd ivy
#

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

forest frigate
#

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?

torpid valve
#

depends on needed accuracy level

#

converting to just FVector is easiest ;

forest frigate
#

Should be enough until the plugins get 5.0 updates.

potent torrent
#

which branch is ue5-preview?

ashen kiln
#

Branch named "5.0"

potent torrent
#

thanks

quaint kindle
#

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

limpid light
quaint kindle
#

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

willow flame
#

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

limpid light
#

You can mitigate that with network relevancy ofc, so the actors that arent in range of any players are basically "sleeping"

quaint kindle
#

@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.

limpid light
#

What version are you using? Landscape support was added quite late, for example it was not supported in Early Access

quaint kindle
#

I use the lastest version of UE5 on the git

#

I installed yesterday

limpid light
#

and you will only see things loaded in the outliner that are close to you, rest are HLOD generated grid cells

quaint kindle
#

v.5.0

limpid light
#

So you built the 5.0 branch on Git from source yourself? Then you should have practically the final 5.0 version yeah

quaint kindle
#

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

limpid light
#

sounds like a broken build? Try the Preview 2 version on the Epic launcher

quaint kindle
#

I could't compile it with the Preview 2 because you need the source for compiling server

limpid light
#

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

quaint kindle
#

I need the source folder

limpid light
#

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

quaint kindle
#

I read somehere that I need the git version to be able to compile the dedicated server ..

limpid light
#

thats BS 😛

quaint kindle
#

lol

#

ok I will give a try with the P2 to see...

limpid light
#

also check the flag I mentioned on your light actors

quaint kindle
#

ok I will do

#

thank Siggi 🙂

limpid light
#

np! good luck

quaint kindle
#

I need it hehe

fallen narwhal
#

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 ?

fallen narwhal
#

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

ashen kiln
#

🤔

fallen narwhal
#

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 ?

ashen kiln
#

5.0 branch is currently locked for the full release in April 5

fallen narwhal
#

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

last widget
#

Here’s hoping the documentation gets overhauled for 5.0 release

#

5.1 would also be acceptable

deep jungle
#

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.

quaint kindle
#

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

deep jungle
#

OK. I'll try that and report back.

quaint kindle
#

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

deep jungle
#

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. 😅

opaque phoenix
novel flower
#

Could someone explain me the difference between EditorHash and RuntimeHash in WorldPartition code?

solid cypress
#

Nice

static copper
#

View...view?

#

Well, some people love mvc

#

Good for them

torpid valve
#

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

cyan laurel
novel flower
#

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.

lofty idol
#

but it is so convoluted

Sounds like business as usual for Epic.

novel flower
#

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 ^_^

river hill
cyan laurel
#

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

radiant pewter
#

nice commits

static copper
#

it's happening

radiant pewter
static copper
#

most likely the state of unreal on april 5

#

if not soon

dreamy warren
dreamy warren
#

About the release date, that is...

eager hedge
#

There is no official word, assume anything else is rumor.

#

Regardless, we'll find out in a few days.

opaque phoenix
dreamy warren
opaque phoenix
oak pilot
#

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

dreamy warren
#

Regardless of what Epic is planning, I don't think that post says what you think it says.

dreamy warren
static copper
#

all of the actual matrix ip related stuff will probably be nixed to prevent any issues

opaque phoenix
#

time will tell

opaque phoenix
#

saw this a few days after the demo came out.

opaque phoenix
ashen kiln
#

They will just release the city part.

solid cypress
#

yes, the city part of matrix demo is called CitySample and is expected to be provided

desert oxide
#

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?

ashen prawn
desert oxide
#

Ahh okay thanks! I've not tried that yet. I'm using SourceTree 😅

ashen prawn
#

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.

dreamy warren
opaque phoenix
solid cypress
#

I have a new theory for TheOrigin.

opaque phoenix
#

oh?

#

I'm all ears

solid cypress
#

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

opaque phoenix
zealous yarrow
#

I would love new UT, kinda doubt it will happen since the current one is dead but who knows

opaque phoenix
torpid valve
#

I hope

#

they will show Creative 2.0

#

for Fortnite

strong hull
#

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

austere cradle
#

"CitySample", that's gotta be the matrix thing

austere cradle
#

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)

static copper
#

and "Frosty"

austere cradle
#

" 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

static copper
austere cradle
#

ah niice

static copper
#

it's used in the matrix demo for crowds and traffic

austere cradle
#

Fix for agent head meshes not replaying properly in Frosty sounds kind of matrixy, though of course there are mny other kinds of agent 😎

static copper
#

"agent" refers to a Mass entity that communicates with the regular gameplay framework

#

miiiisterrr anderson...

austere cradle
#

another "Topaz"

#

and "Rift"

static copper
#

okay this is ridiculous now

austere cradle
#

some may be sections of levels of the others

static copper
#

wait that agent commit is 11 months old

#

I might be wrong

last widget
#

Feels like 5.1 will be the engines actual release

carmine tendon
#

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?

signal wharf
static copper
#

I think they mean that it will be much more stable

#

UE4 was pretty shaky for a few versions

torpid valve
#

Lyra - new game sample
CitySample, Frosty - matrix demo
TheOrigin - ?
Topaz - Ancient Demo
Rift - ? Guess something for Fornite.

lofty idol
#

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 😫

lofty idol
opaque phoenix
torpid valve
lofty idol
#

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

lofty idol
#

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

shadow birch
#

FWIW Unreal Tournament is pretty much dead by now

#

Nobody's playing arena shooter anymore these days.

marble sedge
#

@shadow birch Epic should make it Player Unreal's Tournamentskappaross

static copper
#

Close but not exactly UT

shadow birch
lofty idol
#

Creative 2.0 should include Verse, right? 🤔

lofty idol
gilded pecan
#

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?

lofty idol
torpid valve
#

missing: MVVM, asset virtualization, Horde,

#

Chaos Cloth is probabaly most polished of all those 😄

lofty idol
torpid valve
#

Contextual Animation

#

maybe

#

Motion Matching overrides it

lofty idol
limpid light
torpid valve
#

WFC ?

#

what is this shortcut ? 😄

limpid light
#

Wave Function Collapse

torpid valve
#

ahh

#

my first thought was Windows Communication Foundation and wondered why letters have different order -;-

limpid light
#

😄 haha, yeah I would probably have thought the same.. Good ol' Indigo 🙂

torpid valve
#

oh adding to list Zone Graph

limpid light
#

Smart Objects

torpid valve
#

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

gilded pecan
lofty idol
#

Does someone know what samples are on p4 atm except Lyra ?

torpid valve
#

nothing new

lofty idol
#

hm

torpid valve
#

everything else is on private streams or /restricted

gilded pecan
torpid valve
#

yes but that system is abouut enviromental awernes

gilded pecan
#

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

torpid valve
#

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

gilded pecan
#

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

torpid valve
#

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

opaque phoenix
torpid valve
#

CIS system from epic

#

it will also support asset virtuualizatio and yet unnouuced featuures

marble sedge
#

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.

marble sedge
steady tendon
torpid valve
marble sedge
#

Maybe a stupid question, but why does Epic want implement its own CIS for UE?

oak pilot
#

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

marble sedge
#

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

torpid valve
#
**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

marble sedge
#

Thanks for pointing it out. So it pretty much the Unreal version of Unity's Cloud Build service.

ashen kiln
#

It's just a replacement for Jenkins/TeamCity with more Unreal Engine / Perforce integration support via automation tool.

torpid valve
#

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

oak pilot
#

What’s skein?

torpid valve
#

VCS worked on by Epic

oak pilot
#

Ahh

gleaming knoll
#
[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

solid cypress
#

Yeah horde will soon becomr no-brainer fur UE automation. It will be managing also dev kits.

marble sedge
gleaming knoll
#

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

marble sedge
#

Is there anyone facing the same issue?

#

The crash log says something about memory barrier state when writing to the backbuffer

strong agate
#

On my AMD gpu it works normally as well

marble sedge
#

Ok, I am going to re-compile and update my driver to latest

limber gust
#

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?!

strong agate
dreamy warren
# strong agate In an IGN interview Epic said that they wanted run UE5 on the cloud, specially f...

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

strong agate
#

Doesn't something similar already exist with pixel streaming? Like, metahuman is already running UE.

dreamy warren
#

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.

latent iris
#

I'm with Lorash on this.

dreamy warren
#

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

dreamy warren
latent iris
#

I'll use Unity before I use an engine designed to be used from the Cloud.

dreamy warren
latent iris
#

Then I'll just go back to Godot.

#

I ain't usin' no darn engine from the cloud.

dreamy warren
#

I think that's actually the strongest argument against my theory so far

strong agate
#

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.

#

"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.

zealous yarrow
#

Epic about to present tomorrow Unreal Engine 5 as NFT with the power of blockchain

eager hedge
#

you're making me gag

cursive elk
#

i would love to see the icons from ut99 and ut 2k which they put up

#

as i missed those

solar sierra
#

Azure and AWS already have UE4 editor cloud offerings

dreamy warren
#

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 😄

marble sedge
torpid valve
merry karma
#

Is it possible to generate vs 2017 project files for ue5?

latent iris
static copper
#

not really any good reason to stick around

#

you might be able to switch it in buildsettings.xml if you really want

merry karma
static copper
#

lol, you have a very specific problem

merry karma
#

right? 😂

static copper
#

hold on, let me see if I can make an example? not sure if this will be enough

merry karma
#

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 🙏

static copper
#
<?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

merry karma
#

cheers!

static copper
#

(forgot to mention, this is BuildConfiguration.xml)

#

this is also where you can set more memory *worker thread etc

merry karma
#

I'll give it a shot!

opaque phoenix
#

It's out 🤩

wheat salmon
#

No release tag on github yet, right?

lofty idol
#

but 5.0 is what will be pushed to release 100%

wheat salmon
#

yeah, just curious for the actual commit^^ or if there are some commits missing

lofty idol
#

uh oh, mass isn't even on the experimental features page.

silent steeple
#

hi

#

how do i update the unreal to 5

marble sedge
silent steeple
#

is it in the store front

gleaming knoll
#

it's up 🙂

#

it got on the release branch not the 5.0 branch

silent steeple
#

i got 404

strong hull
#

not logged in then

#

or not connected that is

silent steeple
#

brb

#

thank you

#

im loged in now and still 404 ima restart the browser

grave river
#

Just as I buy a new Ryzen 5950x to aid in all those compile times...

strong hull
#

you need to connect your epic account to git

silent steeple
#

ok ive seen that brb

#

both are conected and still 404

#

its cute thought

#

little obi wan

merry karma
silent steeple
#

the hole forms page just changed skins

#

lol

#

how do i update unreal

static copper
#

too busy on 5 to check

merry karma
#

I had assumed that meant "stop trying to build it for 17 dipshit"

static copper
#

I would suggest just switching to 2022 if possible though

#

it's so much faster

#

hopefully the pdb thing has a workaround

merry karma
#

let alone the pdbs

merry karma
static copper
#

no clue

#

my xml might be wrong

torpid valve
#

Support for VS2017 has been deprecated idk if it was merged from main

#

but I wouldn't bother using it

crystal crescent
#

Can we build ue5.0 from source with Vs2022 ?

gilded pecan
#

"Nanite now requires DX12 on Windows. DX11 is no longer supported."

crimson granite
thick trail
#

probably polyfilling

limpid light
#

well I guess that 30xx+Win11 fix was never merged from ue5-main 🙂

limpid light
#

Its' worth it for people taking a look at the requirements 🙂 Windows 10 is listed as a requirement for nanite, for example.

lone ore
#

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)

desert oxide
#

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?

lone ore
#

@desert oxide not sure but it's probably set somewhere in the config in the .git directory or in the user's ~/.gitconfig

desert oxide
lone ore
#

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

desert oxide
#

Appreciate that, thank you!

#

Turns out the global config was the easiest way. Thanks again

shadow gull
#

how do you migrate an older ue5 project to the official version?

umbral tundra
#

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?

proper hearth
#

Main will turn into 5.1 eventually

umbral tundra
#

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.

proper hearth
#

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

umbral tundra
#

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 👍

dry halo
umbral tundra
#

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'!

proper hearth
#

Does anyone remember how to make the UE launcher know about my github downloaded source code for plugin installation?

willow flame
#

If you figure that out let me know, been asking for a "Download Plugin" button for at least 5 years.

arctic cradle
#

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

willow flame
#

Can't get around installing the whole engine sadly 😦

#

No idea why it's still not supported

arctic cradle
#

Or just install the engine and then just totally replace the install with your source build? 🙂

willow flame
#

hax

astral ore
#

Any plans for rvt blending between nanite meshes for future release?

digital pivot
#

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.

arctic cradle
#

There is a pause at roughly that point.

#

An hour does seem excessive, though.

digital pivot
#

I'll give it a bit more time to see what happens.

#

Thank you

arctic cradle
#

I'd just stop the process and restart it.

#

You won't break anything.

proper hearth
#

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

arctic cradle
#

And are you sure you haven't randomly hit a break point? 😛

cursive veldt
#

Is the changelist in build.version meant to be 0, or is that an oversight in git?

digital pivot
#

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

digital pivot
#

i have ue5 on an m.2 drive and have the latest hardware so it isn't my computer that is an issue

ornate canyon
#

I should be able to download visual stuido 2022 to build unreal engine correct? I dont have to use 2019 do i?

tranquil zenith
#

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

#

?

digital pivot
#

yes

tranquil zenith
#

okay thank youy I was nervous to screw it up lol

digital pivot
#

haha no worries. good thing with git, you can always undo something 🙂 (for 99% of cases haha)

tranquil zenith
#

im trying to understand it lol

next knot
#

when I try to build UE5-release, the build fails with many errors on GetWorld() not overriding a base class method.

#

ActorComponent.h(375): [C3668] 'UActorComponent::GetWorld': method with override specifier 'override' did not override any base class methods