Copy the node-bitfrost file and replace the one from source.
it’s still hacky. the plugin open and download the metahumans but the add button doesn’t work so I have to go to the download folder and copy the assets manually to my project.
it work but I wouldn’t recommend it for people that depend on it all the time to follow tutorials like I do I put up with.
So I spent almost a whole day to build Unreal Engine 5.1 from source on my M1 Macbook Air (8/512) (Yes, I like pain). I would like to share some insights regarding what has changed since 5.0.
The performance is notably better.
Using Rosetta and running a simple map (Unreal Learning Kit) I had terrible performance. Using the LOW scalability, I had around 15 FPS, had to remove light to be able to do anything. The CPU temperatures were 95-100 degrees all the time. Shaders compiled for about an hour.
After switching to 5.1, Shaders are compiling about 2-3 times faster.
Framerates are also way better
Low: 50-70 fps
Medium: 30-40 fps
High 20-30 fps
CPU temperatures are not higher than 70 degrees
First of all, I followed the original instruction given at the Epic Games/Unreal Engine github page:
Forked the project using Github Desktop
Switched to ue5-main branch
Run Setup.command found in the project folder (+ 20 GB downloading)
Run GenerateProjectFiles.command found in the project folder (took 1 minute)
Edited XcodeBuild.sh file to fix ShaderCompileWorker build (thanks to @Rspaulino)
Open Xcode project (UE5.xcworkspace file in the project root folder)
Build ShaderCompileWorker/MyMac build (took a few minutes)
Build UE5/MyMac build (took 4.5 hours)
Found UnrealEditor.app in the Engine/Binaries/Mac
Launched Unreal Engine 5.1 (both ShaderCompileWorker and Unreal Editor are running natively now)
To open existing UE5.0 projects, they have to be rebuilt in Xcode
The only problem is that the Unreal Engine project folder size is around 170 GB in total now. It might be a problem for some folks.
In my case, I spend more time on steps 1 and 2. One trick I do is combine those two steps in one by downloading the specific branch directly instead of cloning the main repo and then switching branches.
With that being said, i am already running ue 5.0.3 on ubuntu 22.04, everything is fine. I also compiled the bridge plugin by myself with RunUAT.sh BuildPlugin
[2022.08.04-14.19.43:817][404]LogHAL: Error: FUnixPlatformProcess::CreateProc: File does not exist (PATHTOENGINE/Engine/Plugins/Bridge/ThirdParty/Linux/node-bifrost)
PATHTOENGINE is the location where the engine is installed
and that’s what causing this error and making me unable to use Bridge on linux
I only use the version I compile from sources right now. which they fix the quixel plugin but it look like they broke it again. I do some workaround but like I mention in those post it’s more pain than what it’s worth it right now. The whole experience is broken so I try to use metahumans as little as possible till the iron out of a lot of the issues.
I’ve tried building but generating project files fails because SDK is installed incorrectly. But in Xcode settings I have selected command line tools so it shouldn’t be a problem. Im on macOS Ventura so does anyone have it working on it?
Got it working now. FPS still seems to be around 30 so that hasn’t improved much. Launching, compiling and shader compilation seem much faster now with less fan noise and heat.
I wouldn’t say the entire stack. some processes still run using rosetta, and others don’t even identify correctly, but in general, yes, they have to make a lot of progress.
I thought Lumen was working maybe I’m wrong. Nanite, I don’t think it’s working unless I’m not following the instruction properly.
I’ve updated to ventura and it broke my c++ projects since Xcode 14 beta is the only version supported by ventura and 13.9.9 is the latest version supported by UE5 5.0.3. If I can install 5.1 from source maybe I can kill 2 birds with 1 stone, improve my shoddy performance and maybe get Xcode working properly again.
I’m actually also curious about where Metal 3 fits into all of this… when and how the new APIs will actually be adopted. Presumably it can only help improve performance and compatibility. Maybe i’ll start another thread asking about it.
You can still run Xcode 13 on Ventura. Download it from the apple developer website and then right click the app: show package contents / contents/macOS/Xcode