Final Shipment is released on 8th November 2021 Visual Studio 2022 version 17.2 p5
Visual Studio 2022 Preview has been updated and is according to the road map will be updated each month until final release on 8th November 2021. After this time there will be feature updates through 2022 like GitHub functionality rewritten.
This post is an update on the original repository and post
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.
$ GenerateProjectFiles.bat -2022
Unreal Editor Projects are not compatible with the previous versions of projects. Keep backups of your original backups and DO NOT use āConvert in Placeā.
Before you delete any asset of a project make a backup as this is still a āwork in progressā.
Please refer to the original posting for detailed support.
In this version, Windows Packaging on VS2022 Preview now works
The size of UE5.0 make it important that you defragment to a hard disk overnight. SSD/NVRAM do NOT need this
use the 64bit Native Administrator command shell of VS2022
defrag D: /H /M 16
I am defragmenting D: (1.8TB) at Normal priority using MultiThread = 16
I now use this every day/week. There is a massive boost to VS2022 when building off an SSD/NVRAM.
You CAN only VS2022 on SSD/NVRAM and you may need a 64GB pagefile.sys as well.
Unfortunately, Epic has decided to call [ue5-main version] to be version UE 5.1.
Basically, this has messed up many peoples projects as they cannot be read and converted.
There has been much discussion but Epic say that prior projects are not compatible, like UE 4.27 is not compatible with UE5 EA or UE5 main.
Hi All, UPDATE
My version is jimshalo10/UnrealEngine-5: Update the Quixel Plugin is version 2012.0.04. https://github.com/jimshalo10/UnrealEngine-5/tree/5.0-vs2022
Some people are having problems with 2012.0.05 so I have not updated to the latest version
My version of ue5-main is now obsolete and removed
Hi @shukenmg,
If you mean can you build using just VS2022 and 4.27? You can,
However large projects (31GB) like
āSlayAnimationSample 4.27/SlayAnimationSample.uprojectā require more memory use
a crash randomly due to background process threads failing.
Sample 4.27 Project like Open Trees converts fine.
I believe VS2022 Release Candidate 2 works fine. It contains the latest C++ compiler version 17 so this gives a warning about code that was not seen in other prior versions. I have 4.27 source built and running using VS2022 as itās my default VS build version.
Many developers have used VS2022 RC2 and I persuaded VS Engineering to use UE5 and prior versions in final testing.
Most importantly VS2019 is 32bit and ignores 32bit overflow errors.
V2022 is 64 bit, and hence its speed, and detects 32bit overflow errors.
Bizare is the fact 4.27 projects, get newly detected packaging errors, the developers do not read the output log to see their project contains newly detected coding errors in Blueprints c++ and say the conversion process fails.
The main problem I can across is you cannot have VS2019 and VS2022 available at the same time, for some reason UE 4.27 goes for VS2019 first and will fail.
This has been fixed in UE5.0 and always goes for VS2022 first
I got MS Engineering involved with a problem with UE5. I proved where the error occurred and MS VS Engineer could replicate the problem, I asked that MS VS Engineering to work with Unreal as it would be such a boost to VS2022 and Unreal 5 to be one of the major tests.
Hey @jimbohalo10, any chance you can explain why your Git branch is necessary? Iād rather make the same changes to my own branch. From how it appears on https://github.com/jimshalo10/UnrealEngine-5/commits?author=jimshalo10, you only have the single commit that basically just deletes the NeuralNetworkInterface module and a cmake file for an audio module. Are there no changes to UBT that are needed to get VS 2022 to work? Thanks!
Edit: Looks like the official 5.0 branch has the UBT changes necessary for 2022, so Iām guessing Iām fine to just use 5.0 and not use this branch. Iāll give it a shot and report back.
Hi @IncantaGames,
I have redone the repo, thatās why you cannot see the Quixel Bridge updated 2021.0.4 plugin.
Some Quixel users need this to fix problems.
In this, I have successfully built the 4.27 sample to āICVFXProductionTest2 in 5.1ā as a VS2022 RC3 Project solution, and it runs on my humble GTX 1050.
Built as a C++ class project in 4.27 and converted to UE5 and VS2022 RC3.
The errors were fixed by the new RC3 Intellisense and Hot Reload help fix a minor error
I guess I was hoping for more of a detailed synopsis of the necessary changes made for the branch to work with VS 2022, but I can look through your git history on that branch and figure it out myself. Unfortunately that branch isnāt usable for myself (and many other users) since itās 5.1 and not 5.0. Nevertheless, thanks!
Works just fine with 2022 final release (and also RC 3) and 5.0 for me. Everything compiles and runs properly. So I guess the custom GIT branch build based on 5.1 is not necessary anymore.
You might need two minuses to indicate the dot is a file path.
The sample output is as follows
Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Source/VisualStudioCodeSourceCodeAccess/VisualStudioCodeSourceCodeAccess.Build.cs:32: case WindowsCompiler.VisualStudio2022: //@VS2022 support added
This was developing software and contains numerous statements about compilers.
I cannot see the reason for this as itās now embedded in the recent repositories from Epic. I have left this because it shows the development and learning path for others.
If you need VS2022 to build prior versions like 4.26 then just keep only VS2022, donāt enable VS2019 or other versions, and the prior version will build.