I’m getting a million errors like this. Clicking on the exe gives me this error:
Fatal error: [File:C:\Users\proto\UnrealEngine-nvrtx-5.4\UnrealEngine-nvrtx-5.4\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 1191]
Unable to read module manifest from ‘…/…/…/Engine/Binaries/Win64/UnrealEditor.modules’. Module manifests are generated at build time, and must be present to locate modules at runtime.
I have zero clue what’s wrong and I don’t know coding. Thanks
Did everything it said. Downloaded the code zip from GitHub, ran the two batch files, attempted to build and got those errors. The samples as demonstrated in the video should run. I’ll also note the video said I should be able to do this not knowing code. Thanks.
That video is 2 years old and makes use of Unreal engine 5.0.
You downloaded UE 5.4 which includes backwards compatibility breaking changes and is not even guaranteed to support RTXDI without significant code changes.
If you chose an earlier release tag from Github, you might be able to get things running, but even that is not 100% sure since UE pulls in other dependencies.
My best suggestion would be to follow the instructions on the NvRTX github pages to get started.
If i just had something to explain how this process is somehow different than building unreal from source that would be useful since the process i used looked pretty standard. Run the setup batch, run the project files batch, build from visual studio. The instructions in the video you’re saying is outdated look pretty similar to the epic games instructions on building unreal from the source. It’s not useful to tell someone to look at directions on a github that don’t exist when the instructions i followed are on the same page i selected 5.4 on nvidias website so some clarification would be great. Why are the relevant videos on nvrtx 3 years old?
Sorry, I mixed the repositories up. The NvRTX fork indeed relies on the normal EPIC provided means of compilation, nothing special should be needed. The documentation only describes which additions are in this fork compared to vanilla UE, plus some DI details.
I can ask around if someone encountered the vulnerability warnings you mentioned, but I can’t promise anything. Quite often people disable Warnings as errors at least during early development and prototyping.
And regarding the error you see when trying to launch, that is connected to issues in project setup or VS versions or similar and very often seen also in the general UE forums as an issue. That is not specific to the NvRTX fork.
I attempted to redo everything. I’m no longer getting the errors I mentioned but it simply didn’t create any of the exe editor files I needed to start the engine after I built it in VS. I’m not sure what I’m missing. I think I followed the instructions from GitHub very closely
This forum is not as “busy” as for example the Unreal Engine forums, which is not surprising.
You might not be the first one installing and compiling the RTX branch, but in case of compilation issues with UE people don’t end up here. If you search for “Unable to read module manifest” and “UnrealEditor.modules” your best search results will not point to NVIDIA forums.
Surely shouldn’t the Nividia Devs coding this Unreal Fork be on this forum or why even bother creating a fork if you’re not going to engage with users to improve & bugfix?