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Thread: 4.15 Released!

  1. #241
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    Any hints about how many more hot fixes are coming before 4.16 previews begin to be planned for ? (I really need that new audio engine for Gear VR )

  2. #242
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    Quote Originally Posted by ddbrown30 View Post
    Is there some documentation of how to correctly get hotfixes using the stream system?
    Since you have P4 access, please ask your question on the UDN and we'll follow up there.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  3. #243
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    Quote Originally Posted by motorsep View Post
    Any hints about how many more hot fixes are coming before 4.16 previews begin to be planned for ? (I really need that new audio engine for Gear VR )
    We are considering one more 4.15 hotfix, but it will likely be just for a few specific updates. Most of our attention is now focused on 4.16.

    Cheers
    Last edited by Stephen Ellis; 03-23-2017 at 02:14 PM.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  4. #244
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    Quote Originally Posted by Stephen Ellis View Post
    Hi dgrieshofer.

    I'm sorry to hear that your users are experiencing this, but no, unfortunately this is not a known issue to us. Our QA tests with AMD cards have not uncovered any issue, and I am not currently aware of any other developers reporting a similar issue.

    It seems that your user's crashes are being reported to our CrashReporter service. I've looked at a few, unfortunately they contain no callstack or source code reference on our end. This typically means that the crash is not occurring in the default engine code, but rather in custom code.

    Cheers
    Hey @Stephen Ellis,

    thanks for letting me know. Regarding crash reports without callstacks/references, this is due to me not having included the debug symbols. I only included the debug symbols on an experimental build for getting the logs however then forgot to include the crash reporter on that version.

    Either way I had to revert to 4.14 for now. By the way I have no custom code other than including Steamworks 1.39 (which you do for 4.16 too) and since the engine crashes on launch and only on some AMD GPUs I find it very unlikely that this is caused by me. I guess you did not have a large enough test sample size yet to catch this issue.

    Anyway thanks again and please let me know if you have any more information.

    EDIT: Seems like other people have this issue too: https://answers.unrealengine.com/que...e-players.html
    Last edited by dgrieshofer; 03-25-2017 at 04:16 PM.

  5. #245
    0
    Having a CTD when creating a new project and saving with the project settings window open. The project launches for a split second, pulls up the project settings window, then disappears. I submitted the issue when it happened but figured I'd mention it here -

  6. #246
    0
    Hi Stephen Ellis. Really appreciate your work on engine!
    After installing hotfix my blueprint with casting of actor to base class is not working anymore... Not sure is it a bug or my fault.

    http://imgur.com/qNokwgV
    http://imgur.com/eOzjGNM

    P.S. For some reason can't attach image to post, just added links to it.

    Sorry, everything is ok now, just restart editor twice...
    Last edited by Leaffall; 03-25-2017 at 08:17 AM.

  7. #247
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    Samaritan
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    Quote Originally Posted by dgrieshofer View Post
    @Stephen Ellis Are you already aware of any engine startup crashes like this one which started to happen in 4.15 on AMD (with possibly older drivers) having the following callstack?:
    Code:
    Fatal error!
    
    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x909005f3
    
    FD3D11DynamicRHI::InitD3DDevice() [d:\unrealengine\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:1080]
    RHIInit() [d:\unrealengine\engine\source\runtime\rhi\private\dynamicrhi.cpp:181]
    FEngineLoop::PreInit() [d:\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:1644]
    GuardedMain() [d:\unrealengine\engine\source\runtime\launch\private\launch.cpp:127]
    GuardedMainWrapper() [d:\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:147]
    WinMain() [d:\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
    __scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
    kernel32.dll!0x000000007745336A
    ntdll.dll!0x0000000077B89902
    ntdll.dll!0x0000000077B898D5
    ntdll.dll!0x0000000077B898D5
    having the exact same issue (only after installing the hotfix x.x.1) do you guys know what's going on?
    "Today a young man on acid realized that all matter is merely energy condensed to a slow vibration. That we are all one consciousness experiencing itself subjectively. There is no such thing as death, life is only a dream, and we are the imagination of ourselves. Here's Tom with the weather."

  8. #248
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    Quote Originally Posted by Vasault View Post
    having the exact same issue (only after installing the hotfix x.x.1) do you guys know what's going on?
    Interesting, when I reported this issue back then I already had used a version using all but the last few 4.15.1 commits. Do you have this crash in the editor? If so please make sure to send the reports to Epic and I would personally also be interested in your system specs.

    Btw if what you are saying is true then the crashes might have been caused by any commits between 4.15 release (CL 3299760) and the one which I was using (CL 3341735).
    Last edited by dgrieshofer; 03-27-2017 at 06:10 AM.

  9. #249
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    Samaritan
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    Quote Originally Posted by dgrieshofer View Post
    Interesting, when I reported this issue back then I already had used a version using all but the last few 4.15.1 commits. Do you have this crash in the editor? If so please make sure to send the reports to Epic and I would personally also be interested in your system specs.

    Btw if what you are saying is true then the crashes might have been caused by any commits between 4.15 release (CL 3299760) and the one which I was using (CL 3341735).
    only after opening a project, the editor launcher works perfectly fine, only after i open a project, it crashes
    "Today a young man on acid realized that all matter is merely energy condensed to a slow vibration. That we are all one consciousness experiencing itself subjectively. There is no such thing as death, life is only a dream, and we are the imagination of ourselves. Here's Tom with the weather."

  10. #250
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    I'm also having problems finding any Steam sessions in 4.15.1 in a packaged game.

  11. #251
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    Quote Originally Posted by Vasault View Post
    having the exact same issue (only after installing the hotfix x.x.1) do you guys know what's going on?
    Hi Vasault.

    I've researched your crash logs and you are actually experiencing a different issue. I have logged a ticket for your crash (https://issues.unrealengine.com/issue/UE-43503) however we have little information to go on currently. It is not unique to the hotfix, or even to the 4.15 release. It is likely related to drivers or hardware. We will be reviewing data to determine if there is any obvious trend.

    Quote Originally Posted by J.C. Smith
    I'm also having problems finding any Steam sessions in 4.15.1 in a packaged game.
    Please follow the link in my signature to post a bug report on the UE4 Answerhub.

    Thanks
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  12. #252
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    Quote Originally Posted by Stephen Ellis View Post
    Hi Vasault.

    I've researched your crash logs and you are actually experiencing a different issue. I have logged a ticket for your crash (https://issues.unrealengine.com/issue/UE-43503) however we have little information to go on currently. It is not unique to the hotfix, or even to the 4.15 release. It is likely related to drivers or hardware. We will be reviewing data to determine if there is any obvious trend.
    Thanks
    Thanks Stephen, i solved my problem after setting my gpu configuration to balanced, instead of the one i used to use, btw, this didn't happened before, but for some reason, that setting disabled some of the libraries from dx11 api, and sorry for the misleading case
    "Today a young man on acid realized that all matter is merely energy condensed to a slow vibration. That we are all one consciousness experiencing itself subjectively. There is no such thing as death, life is only a dream, and we are the imagination of ourselves. Here's Tom with the weather."

  13. #253
    1
    I'm a bit late moving to .15 as I did it just today so not sure if this thread gets read much.
    But I am noticing a definite slowness in working with my Blueprints. Adding nodes, compiling takes probably a second or even two longer than it used to.
    It feels very sluggish. Has anyone else noticed the same?

    EDIT: Just tested tweaking my hot saturated light glows and they work MUCH better now with the new tonemapper! Thanks for that!

    EDIT2: Blueprint work speed seems back to normal now. I think it was just because I hadn't done a build/cook yet with the new version.


    Cheers
    Fred
    Last edited by Fredrum; 04-05-2017 at 11:50 AM.

  14. #254
    0
    Hey @Stephen Ellis, do you already know when the 4.16 preview will start?
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

  15. #255
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    Quote Originally Posted by John Alcatraz View Post
    Hey Stephen Ellis, do you already know when the 4.16 preview will start?
    The Preview for 4.16 will begin this month (April), within the next few weeks.

    Cheers
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  16. #256
    3
    Any estimate on the next hotfix 4.15.2? =)

  17. #257
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    Quote Originally Posted by Devero View Post
    Any estimate on the next hotfix 4.15.2? =)
    None that I can comfortably give. We are waiting on some 3rd party updates that will be a part of the hotfix.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  18. #258
    0
    https://answers.unrealengine.com/que...mes-nodes.html

    Logged a regression two weeks ago. Could someone at epic check this. Maybe this can get fixed for 4.15.2 or maybe it's by design?

  19. #259
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    Hello,

    Sorry for the stupid question but where can i find the "Receive Hardware Input" option for umg components ?
    I tried various search in the project settings and in the per component detail window, tried in the graph section too, i can't find any of those words anywhere.
    Must be right under my nose, i just don't see it.

    Thanks
    Cedric

    [EDIT] all right, stupid me, i was looking for it in the widget blueprint, it's a property of the widget component :-)
    Last edited by uced; 04-09-2017 at 11:29 AM.

  20. #260
    0

    account

    is it free is i createa unreal engine account nad donwload the engine?

  21. #261
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    Quote Originally Posted by AngryWanted View Post
    is it free is i createa unreal engine account nad donwload the engine?
    Basically, Yes.
    (And 5% Royalty off the top once you make over $3000 per quater for commercial projects)

    You should read the EULA first tho, Just in case there is something in that that could cause you issues.
    Never say Never, Because Never comes too soon. - ryan20fun

    Frames Per Second is NOT a proper performance metric, You should use frame time. You can read this or this as to why.
    (Profiling) Tools: RenderDoc (UE4 Plugin), NVIDIA nSight, AMD GPU PerfStudio, CodeXL
    Good articles/Series: A trip through the Graphics Pipeline 2011

  22. #262
    0
    Hello Epic Team!

    In the actual version 4.15.1 TMap in blueprints have an issue, we can only add and remove items fifty times xD over this the engine got freeze

    This is the example, run this and when Id values are 45,46,47,48,49 and delete 45 and add 50 got the freeze



    This is the debug



    Plz help me with this... Regards!
    Last edited by ZXC Labs; 04-22-2017 at 09:35 PM.

  23. #263
    0
    Quote Originally Posted by ZXC Labs View Post
    In the actual version 4.15.1 TMap in blueprints have an issue, we can only add and remove items fifteen times xD over this the engine got freeze
    Could it be a variant of this bug?: https://answers.unrealengine.com/que...g-many-ma.html
    I may have misinterpreted the crash requirement - I found that the TMap (or TSet) had to have at least 3 elements left after removal - lower amount would work fine.
    You have more than 3, so you fulfill that requirement. But you say that it happens after removing 15 times?

  24. #264
    0
    Quote Originally Posted by ste1nar View Post
    Could it be a variant of this bug?: https://answers.unrealengine.com/que...g-many-ma.html
    I may have misinterpreted the crash requirement - I found that the TMap (or TSet) had to have at least 3 elements left after removal - lower amount would work fine.
    You have more than 3, so you fulfill that requirement. But you say that it happens after removing 15 times?
    Sry are fifty times, not fifteen D:!
    This is simple... TMap Ids = {1,2,3,4,5} in the begin play
    delete 1, add 6 ->{2,3,4,5,6}
    delete 2, add 7 ->{3,4,5,6,7}
    ...
    delete 46, add 51 ->{47,48,49,50} -> Engine got freeze... no crash.. freeze!! via task manager i close it.
    Last edited by ZXC Labs; 04-22-2017 at 09:43 PM.

  25. #265
    0
    UE 4.15.1 latest version:
    When i open the level Blueprint Communication_map from "Content Examples" Project from Learning tap Unreal engine Freezes not Respons i must use the Task Manager to Close!
    and not Crash report showing
    also there is another Level that also Freezes UE i canot remember which!??

    please check them and confirm!

    Thanks

  26. #266
    3
    Quote Originally Posted by Stephen Ellis View Post
    The Preview for 4.16 will begin this month (April), within the next few weeks.

    Cheers
    Has there been any progress on the blueprint data loss issues that were aimed to be fixed in 4.16? Just would be nice to know how excited I should be getting ;)

  27. #267
    2
    Quote Originally Posted by Selentic View Post
    Has there been any progress on the blueprint data loss issues that were aimed to be fixed in 4.16? Just would be nice to know how excited I should be getting
    Would also love for this to be fixed by then. But considering its been in since 4.9 at least, who knows

  28. #268
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    Quote Originally Posted by Stephen Ellis View Post
    The Preview for 4.16 will begin this month (April), within the next few weeks.

    Cheers
    Any update on when the preview is coming?

  29. #269
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    Loving the new version, especially the gameplay tags. However I noticed that there seems to be a problem with gameplay tags in maps in Blueprint. A map with FGameplayTag as key will not work in the Blueprint defaults, showing just a blank space where you would set the tag (I assume the same goes for tags in the map value). Arrays and Sets work just fine with tags, and it does not complain about having a gameplay tag in the TMap, it seems to be just the Blueprint defaults interface having problems with tags in maps.

    Any chance of this being fixed in the hotfix or 4.16?

  30. #270
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    Quote Originally Posted by Selentic View Post
    Has there been any progress on the blueprint data loss issues that were aimed to be fixed in 4.16? Just would be nice to know how excited I should be getting
    Looking at the specific ticket for that issue - https://issues.unrealengine.com/issue/UE-37428 - the issue has been updated as 'Cannot Reproduce' in 4.16. This has been tested and confirmed by support staff. It is believed that this issue was resolved while addressing a different issue. However, please be sure to test and let us know once the 4.16 Preview is available.

    Quote Originally Posted by Wrekk
    Any update on when the preview is coming?
    We've had a delay due to some critical issues that were identified during QA testing, but we are currently targeting this week to begin the Preview.

    Quote Originally Posted by Acds
    Loving the new version, especially the gameplay tags. However I noticed that there seems to be a problem with gameplay tags in maps in Blueprint. A map with FGameplayTag as key will not work in the Blueprint defaults, showing just a blank space where you would set the tag (I assume the same goes for tags in the map value). Arrays and Sets work just fine with tags, and it does not complain about having a gameplay tag in the TMap, it seems to be just the Blueprint defaults interface having problems with tags in maps.

    Any chance of this being fixed in the hotfix or 4.16?
    Unless this issue has been reported via our bug reporting process (follow the link in my signature) and we have confirmed the issue and are tracking it in an internal ticket, then I cannot say with any certainty whether it has been fixed or not yet.

    Cheers
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  31. #271
    0
    Quote Originally Posted by Stephen Ellis View Post
    Looking at the specific ticket for that issue - https://issues.unrealengine.com/issue/UE-37428 - the issue has been updated as 'Cannot Reproduce' in 4.16. This has been tested and confirmed by support staff. It is believed that this issue was resolved while addressing a different issue. However, please be sure to test and let us know once the 4.16 Preview is available.
    I'll be sure to do that. Thanks.

  32. #272
    0
    Will wait for full release of 4.16 so we can jump from 4.14 directly to 4.16, haha.

    Keep it going, Epic Games! Excited to see and hear what major updates are planned for 4.16

  33. #273
    0
    Is it possible to change to the old TXAA settings? I noticed flickering of thin lines with the new settings.

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