I’m trying to build UE5 from the 5.0 branch using VS2022 Current. I’ve compiled it before with no errors shortly after the branch was created, but now I get stuck with the following problem.
Running GenerateProjectFiles.bat spits out the following error, which fails to find something for Chaos in a non-existent “\Restricted\NotForLicensees” folder. If I go ahead and try to build anyway, it fails.
Anyone encountered this, or have any advice on a work-around? I’m pretty new to building Unreal from source and this is out of my depth.
Thanks!
Binding IntelliSense data...
WARNING: Exception while generating include data for HeadlessChaos: Unable to instantiate module 'HeadlessChaos': System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\username\Documents\GitHub\UnrealEngine\Engine\Restricted\NotForLicensees\Build'.
at System.IO.Enumeration.FileSystemEnumerator`1.CreateDirectoryHandle(String path, Boolean ignoreNotFound)
at System.IO.Enumeration.FileSystemEnumerator`1.Init()
at System.IO.Enumeration.FileSystemEnumerable`1..ctor(String directory, FindTransform transform, EnumerationOptions options, Boolean isNormalized)
at System.IO.Enumeration.FileSystemEnumerableFactory.UserEntries(String directory, String expression, EnumerationOptions options)
at System.IO.Directory.InternalEnumeratePaths(String path, String searchPattern, SearchTarget searchTarget, EnumerationOptions options)
at System.IO.Directory.GetFileSystemEntries(String path)
at LowLevelTests.UpdateBuildGraphPropertiesFile() in C:\Users\username\Documents\GitHub\UnrealEngine\Engine\Source\Programs\LowLevelTests\LowLevelTests.Build.cs:line 90
at LowLevelTests..ctor(ReadOnlyTargetRules Target) in C:\Users\username\Documents\GitHub\UnrealEngine\Engine\Source\Programs\LowLevelTests\LowLevelTests.Build.cs:line 67
at HeadlessChaos..ctor(ReadOnlyTargetRules Target) in C:\Users\username\Documents\GitHub\UnrealEngine\Engine\Source\Programs\HeadlessChaos\HeadlessChaos.Build.cs:line 16
(referenced via HeadlessChaos.Target.cs)[/list]
Binding IntelliSense data... 100%
I’ve actually been using the early access branch for a while, but I’ve been encountering the D3D DXGI_ERROR_DEVICE_REMOVED error reported in threads like this: Runtime D3D Crash of Ue5-ValleyOfTheAncients especially when using raytracing.
I know it could be a driver problem, but I’ve been trying my luck at building a newer branch of UE5 in hopes of getting a more stable experience. That said, if the branch is under active development, it’s not going to be a reliable solution.
Hi @69_Tensors,
I have made many builds, recently on the 12th November 2021, a change was added and now the patch is to create the directory so in the Windows Command shell.
C:> mkdir C:\Users\Owner\source\repos\ue50\Engine\Restricted\NotForLicensees
where ue50 is the root of my branch
then GenerateProjectFiles.bat -2022
again and my generate works.
There were 1709 updates to the 5.0 repository which got automatically copied into one of my forks as well because I did one small update!.
THANK YOU. I can hardly believe it, but your suggestion absolutely fixed it. I just created the empty missing folder “…\Engine\Restricted\NotForLicensees\Build” and re-generated. VS2022 built it with zero errors.
I’m almost embarrassed that was such a simple fix!
FYI, GenerateProjectFiles.bat now raises a warning if you pass the -2022 flag in the Terminal, and directs you to update your BuildConfiguration.xml file instead, as follows:
Is anyone else not able to get the solution above to work? In VS2022 as admin on Windows 11, and on the ue5-main branch, I’ve:
created the additional folder and double checked the spelling
edited the BuildConfiguration.xml in both AppData and the file itself
re-run GenerateProjectFiles.bat (with and without flag)
tried both Build and Rebuild
but I always get this same error above at the very end. Any recommendations other than just waiting for the stable branch? Is there an additional step not obvious to newbies, like deleting all or part of the current dirs when rebuilding?
I assume it must be something really simple that I’m not doing, since everyone has it working?
Make sure you’re compiling only your project, not the entire solution with all additional programs. Your IDE might be set to compile something else than a project, when opening IDE for the first time.
Hmm, it’s only for the UE5 engine build, so no additional programs. I am seeing that all my dir, like the Build folder created, are read-only and that there is a known issue with Windows 11 reverting to read-only. Taking steps to fix that now to see if it’s somehow related.
Anyone else have this problem using the engine after succesfully build it?
If i open a blank project or the puzzle template it works fine, but if i try to open an existing 5.0 project or use any other epic templates to create a new project the engine crashes at 95% loading with this error
Yes. I can build with zero errors, but any UE5 project crashes with this error on load.
I can import UE4 projects and they work pretty consistently, but any new projects, or opening UE5 projects, generates the same Assertion error that you have.
This has been true of any source build over the last 2 weeks or so. Some commit broke something and I’m not C++ savvy enough to fix it myself.
Hi All,
There is a git pull request/patch (PR) which references this problem
This mitigates the issue where the UE5 editor crashes upon creating or opening a newly created UE5 project using the following branches: 5.0, ue5-main.
Below is the error stacktrace of the Assert fail after UE5 crashes: