What do you mean? Editor preferences->Privacy
Why wonât metahumans compile at all in this version??? It throws this error:
UATHelper: Error: Packaging (Windows): LogAssetReferenceRestrictions: Error: Asset domain ConcertSyncClient was referenced by [LiveLink] but wasnât found (perhaps it is a plugin that was disabled?)
Asking for a plugin that doesnât exist in 5.7.1âŚ
yeah they are moving toward including the launcher inside the editor, I think it is only going to get worse. The fact that you canât hide it or remove it from showing up is a nightmare.
It seems epic is hellbend on doing the same mistakes Unity did, to drive away the indie devs..
Although I guess now that they focus on large industry customers and making money off of children in Fortnite, we donât matter anymore. Sucks really.
Well the fact that Fortnite is so popular and Epic can self fund anything they want at this point is really good for us. The engine got so much better because of Fortnite and how many people play that game. This is really what caused me to leave all Unity work behind and the one thing they need to do turn that engine around, is actually ship a real product that is so popular they are forced to fix all the bugs in Unity. We have lost some ground since COVID - Epic is still performing about 30% slower and worse then they were at the peak, but still better than everyone else in the world. Also taking on Steam and Apple are big wins for Indies.
I have a few complaints here and there but overall I love using the engine even with this direction change. I understand why they are doing it, they bought up all these disconnected companies supporting game devs and need a unified system so they are working toward that, right now itâs not great but long term it will be a healthly market place for people.
Although it can be hard to swallow - it is understandable. Indies make a lot of noise, but contribute not much to the Epicâs coffer..
Make no mistake - I am myself an indie, just stating what I feel here regardless. However, I am still feeling grateful because the previous version of UE (before UE4) cost 5-6 figure, still require render + engine programmers as it stil need to be tweaked a lot before shipping.
Can someone explain why 5.7.2 and 5.7.3 commits have been made, but no binaries have been produced ? What happened ? Are we supposed to always build from source now ?
Betas I guessâŚ
When can we expect the hot fix for the metahuman exploding hair bug Metahuman creator asset 5.7, assembling metahuman BP hair goes wild - Development / Character & Animation - Epic Developer Community Forums
@Tina_Wisdom Adding a C++ class to a blueprint project Breaks the project. Visual Studio support is the WORST I have ever seen in 6 years. Metahumans wonât compile. Itâs time to stop updating UEFN and fix this version of the engine. It is Embarrassing how bad the support for the main engine has been recently..
Any C++ Breaks Any Project might have relevant information to help your problem. You can find tons of other posts like this around the web dating back years. So no, this isnât some new issue people have.
Also, make sure youâre upgrading projects correctly. Not all of the cvars carry over correctly, if things about them change or if some of them end up depricated. Itâs always best to just create a new project, set your various settings you want, then migrate assets over(theyâll copy over any dependencies they have). You can usually just select your levels and migrate them and theyâll pull everything over.
No adding a C++ class to a NEW Blueprint Project breaks it. I am having to consider buying Rider for my studio, Just to get around the poor quality of the last few UE releases. The simple fact is UEFN seems to be getting all the attention while standard UE has been getting less and less support, And I am getting tired of it.
Yeah, thatâs literally what the second sentence of the post I link statesâŚ:
But realistically, you likely donât have VS set up correctly. Hereâs the documentation on how to do that correctly, along with the correct versions for everything:
Hereâs a link on how to add a C++ class to a project. It also specifically states âThis converts a content-only project into a code projectâ and shows you step by step what to do:
Yeah I read your thread and it has nothing to do with it. And My Visual studio has been set up correctly for years. Itâs not any user error.
If it were, then you wouldnât have any problems.
Pretty sure it is. There are countless thousands of people using UE for projects and games. If this were really an issue, youâd see a lot of noise about it. Apply Occamâs Razor here⌠(though it could be a hardware issue/limitation, like if you donât have enough system memory to run both the editor and VS at the same time)
I just went ahead and created a blank blueprint project, watched paint dry while shaders compiled and added a c++ class to it, all without any issues. If youâd like, I can waste even more time recording the process of doing soâŚ
LoL that is awesome it works for you. Not sure if your on an AMD cpu or not but I am still reviewing things and I have it all installed properly and I am just not seeing the same result in UE 5.7.1 and Visual Studio 2022
Roughly half of all users are probably on AMD CPUs, so I donât think that would be the problem.
Best advice is to very carefully go through the UE documentation for setting up VS and make sure all of the requirements are met. If you want to play it safe, uninstall VS completely, make sure to remove any extra packages that might still be installed that the uninstaller didnât get, then completely follow the UE documentation directions again. There may still be some leftover systemwide environmental variables as well.
If it happens again, post the actual logs of what happened because they will almost always tell you what went wrong and where it went wrong. So again, I donât think this is an Epic issue, Iâm pretty sure itâs a you issue.
LoL I installed Rider and everything works. (No changes to Visual Studio) I donât know why. But rider now has a life long customer ![]()
I started using Rider too after the last issue with microsoft not pushing a hotfix for several months(had to wait for a major update) which prevent everyone from packing a project (we had to downgrade the vs version).
With Rider there no need to generate files and the folder solution is so much cleaner now.
It might be a small team for Rider compared to microsoft but at least it dedicated to unreal engine/unity/godot and has a good reputation.
Rider tends to give a more precise error message also so far.
5.7.1 Editor crash on startup (when using Binding).
Itâs crashing only when restarting editor and Load Level at Startup: Last opened!
STR:
- Add some Actor (BP_MyActor) to Sequence SEQ_Test, TestMap.
- Use GetSequenceBinding(SEQ_Test, BP_MyActor) K2 Node in Sequence BP.
- Loading process: TestMap â BP_MyActor â SEQ_Test (GetSequenceBinding) â GetSequenceBinding(SEQ_Test, BP_MyActor) â BP_MyActor⌠(but itâs not fully loaded, we have ensure).
- Same logic if GetSequenceBinding(SEQ_Test, CameraActor) will be used in BP_MyActor. Node will try to load Sequence and ensure will occur in Engine code:
void EnsureFullyPreloaded(UObject* Object)
{
// code ...
Object->ConditionalPreload();
// We only want to ensure that _loaded_ objects have RF_LoadCompleted set.
// Some objects can be created during postload, so we don't need to verify RF_LoadCompleted in those cases.
if (FLinkerLoad* Linker = Object->GetLinker())
{
check(Object->HasAnyFlags(RF_LoadCompleted)); // Ensure (Editor crash on startup)!
}
// code ...
}
void UK2Node_GetSequenceBinding::PreloadRequiredAssets()
{
EnsureFullyPreloaded(SourceMovieSequence);
}
How to get bound objects from sequence and set some params here without ensures?

