4.11 Released!

Getting a crash when trying to run Development Editor related to voice capture device and HMDs.


LogVoice:Display: VoiceCapture device overridden by HMD to use 'Primary Sound Capture Driver' 
Exception thrown:  access violation.
lpGuid was nullptr.

I do not have any HMD hardware or HMD related software installed.

Greetings…

Could someone please take a look on the SkeletalMeshComponent::SetSkeletalMesh Crash? Maybe to 4.11.2… :smiley:
Reported here, also Thread started on forum (looks like people is experiencing this since 4.9.2) here.

Thank you!

[=Duetoxplode;508405]
Getting a crash when trying to run Development Editor related to voice capture device and HMDs.


LogVoice:Display: VoiceCapture device overridden by HMD to use 'Primary Sound Capture Driver' 
Exception thrown:  access violation.
lpGuid was nullptr.

I do not have any HMD hardware or HMD related software installed.
[/]

Seconding this.

[= ;508195]
Update, UE-29007 has been fixed internally and GitHub source users can grab the fix here: https://github/EpicGames/UnrealEngine/commit/097ce47745b78c05a8da50f0e086ddd8db0721bd
This fix will be included in our second 4.11 Hotfix.

Cheers
[/]

darn - i was sure it was the same issue. compiled from git 4.11 and now my actors work correctly in the editor - but i am still unable to cook - https://answers.unrealengine/questions/398038/411-cooking-failure.html

So I just upgraded to 4.11.1, and my VR Preview button is greyed out as well. I am working with an HTC Vive Pre, not an Oculus. The preview button was working fine previously with the Vive. Do I really need to download the Oculus SDK just to get it to run on my Vive now?

EDIT: Looking in my console log, I’m getting this:

LogHMD: SteamVR initialized. Driver: lighthouse Display: LHR-6EAE22AF
LogHMD: SteamVR failed to initialize. Err: 301

I am able to start Steam and run SteamVR just fine that way, so not sure what changed in the hotfix but it seems to have broken something on my system…

EDIT2: Okay, so I loaded up 4.10.4 just to be sure, and it is still working fine in that version. Here is my complete log from 4.11.1 if that helps: https://gist.github/rileydutton/71b53f9611603c69620dd2b87e295067

Bug ticket submitted: https://answers.unrealengine/questions/401559/bug-cannot-use-vr-preview-in-htc-vive-in-4111.html

[=ryan20fun;508023]
Good work Epic!
This is much appreciated.

Has UE-28811(show mouse cursor disables mouse events) been fixed in 4.11.1 ?
[/]

It’s ridiculous this STILL has not been fixed in 4.11.1

I guess it’s Epic’s way of saying “we don’t care as much about RTS, MOBA and any kind of click & move type of games our subscribers are creating.”

Very nice…

Dev note by : This is a priority issue for us that should be resolved with our next Hotfix. The 4.11.1 Hotfix included other significant issues that couldn’t be delayed while waiting for other fixes. Cheers

[=Firat;508552]
It’s ridiculous this STILL has not been fixed in 4.11.1

I guess it’s Epic’s way of saying “we don’t care as much about RTS, MOBA and any kind of click & move type of games our subscribers are creating.”

Very nice…
[/]

4.11 has been out for a week…

[=Cartamania;505199]
Hi this my first work with unreal using the new updated version, for the next step i will make the character playable using persona and blueprint script in nice environment, my goal is to achieve square enix quality game with unreal engine.

https://scontent.fdoh2-1.fna.fbcdn.net/hphotos-xpt1/t31.0-8/12888582_10156717998700147_2096086444431528904_o.jpg

https://scontent.fdoh2-1.fna.fbcdn.net/hphotos-xal1/t31.0-8/12891735_10156717998685147_3191118956334594305_o.jpg

This is a demo video for my work:

https://www…com/watch?v=TzzhI_Oezac
[/]

You look so lovely girl <3 <3

Hi,

Can we expect a fix for the new UMG Widget feature “ListenForInputAction”:
UE-28634 ?

This functionality is really awesome as it allow you to map your key to InputAction and linked them in UMG.

Have not seen in change log, but any support of UMG in VR? By support I mean work the same in 2D and VR, without some UMG on 3d object manual magic.

Editor crashes in 4.11.1 on loading project:

LogWindows:Error: === Critical error: ===
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

UE4Editor-Voice.dll!CaptureDeviceCallback() [u:\ue4source\unrealengine\engine\source\runtime\online\voice\private\windows\voicemodulewindows.cpp:50]
DSOUND.dll
DSOUND.dll
UE4Editor-Voice.dll!FVoiceCaptureDeviceWindows::Init() [u:\ue4source\unrealengine\engine\source\runtime\online\voice\private\windows\voicemodulewindows.cpp:277]
UE4Editor-Voice.dll!FVoiceCaptureDeviceWindows::Create() [u:\ue4source\unrealengine\engine\source\runtime\online\voice\private\windows\voicemodulewindows.cpp:74]

Parameter lpGuid is null In function CaptureDeviceCallback() on my machine

[=;508749]
Editor crashes in 4.11.1 on loading project:

LogWindows:Error: === Critical error: ===
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

UE4Editor-Voice.dll!CaptureDeviceCallback() [u:\ue4source\unrealengine\engine\source\runtime\online\voice\private\windows\voicemodulewindows.cpp:50]
DSOUND.dll
DSOUND.dll
UE4Editor-Voice.dll!FVoiceCaptureDeviceWindows::Init() [u:\ue4source\unrealengine\engine\source\runtime\online\voice\private\windows\voicemodulewindows.cpp:277]
UE4Editor-Voice.dll!FVoiceCaptureDeviceWindows::Create() [u:\ue4source\unrealengine\engine\source\runtime\online\voice\private\windows\voicemodulewindows.cpp:74]

Parameter lpGuid is null In function CaptureDeviceCallback() on my machine
[/]

Hi ,

Can you please post this to AnswerHub in the Bug Reports section? See the link in my signature for How to report a bug for all the necessary information to include in the post.

Thank you!

Is there a new way to get a window size for stand alone games or mobile preview? Unreal 4.11 seems to ignore the editor preferences. (This worked fine in 4.10) Thanks.

I downloaded 4.11.1 off github, I’ve enable VR Stereo Rendering and have Multiple levels setup for level streaming through layers. After building lighting for first level, then start new level via layers window and add landscape and material to landscape with Post Process and Importance Lighting Volumes. click build light and get the swarm error message and lighting build stops.

my editor settings are
Disabled Frame rate cap, Enabled Show Frame Rate and Memory, Procedural Foliage Enabled, Disabled Open Assets Tam in new window

Wow. By the time I got through reading the release notes (and had to skim a lot), the 4.11.1 hotfix had been released. You guys are amazing.

That being said, I’m shocked that other Mac users haven’t complained about the fact the the blueprint action context menu loses search field input focus immediately. This is a huge issue for me, since I do blueprints on the Mac a ton! And yes, I submitted it on AnswerHub (having countless instances of staff reminding people to submit issues to AnswerHub). I’m eagerly awaiting some response. :slight_smile:

[=CleanCut;509064]
Wow. By the time I got through reading the release notes (and had to skim a lot), the 4.11.1 hotfix had been released. You guys are amazing.

That being said, I’m shocked that other Mac users haven’t complained about the fact the the blueprint action context menu loses search field input focus immediately. This is a huge issue for me, since I do blueprints on the Mac a ton! And yes, I submitted it on AnswerHub (having countless instances of staff reminding people to submit issues to AnswerHub). I’m eagerly awaiting some response. :slight_smile:
[/]

Hi CleanCut, actually I believe another user has already reported it (https://answers.unrealengine/questions/398367/411-search-field-get-focus-broke.html) and we have logged this internally as UE-29024.

Cheers

The 4.11.1 fix got my Rift DK2 working again, however spatial movement via the camera does not appear to be working. Also my in-game player height has been cut in half (but the camera has not moved). This is not the behavior of the Rift DK2 pre 4.11 and pre Oculus 1.3 (was previously 0.8). I am frustrated because I have been working on a project for months now, and suddenly I can’t really work on it or test it, or even show it to people. I mean you all can’t possibly have expected every single UE4 Rift developer to have been first in line to buy the Rift CV1 right? There must be a TON of us in this position right now. Please address.

For some reason my rift has stopped working after updating to 4.11.1. VR preview is greyed out and I can’t launch in VR after packaging either. Will update when I find a solution.

FIX: Delete your current run time and sensor drivers, download and install Oculus home. then in settings go to general and toggle the allow unknown sources option.

If you are using a DK2 just skip all the sections inquiring about controllers and the new sensor. There are some weird issues with using the DK2 with 1.3.0 though.

[=ChristianV;509122]
The 4.11.1 fix got my Rift DK2 working again, however spatial movement via the camera does not appear to be working. Also my in-game player height has been cut in half (but the camera has not moved). This is not the behavior of the Rift DK2 pre 4.11 and pre Oculus 1.3 (was previously 0.8). I am frustrated because I have been working on a project for months now, and suddenly I can’t really work on it or test it, or even show it to people. I mean you all can’t possibly have expected every single UE4 Rift developer to have been first in line to buy the Rift CV1 right? There must be a TON of us in this position right now. Please address.
[/]

Hi ChristianV, I believe this may address your issue. https://docs.unrealengine/latest/INT/Platforms/VR/VRCameraRefactor/index.html

[=HaxO;509133]
For some reason my rift has stopped working after updating to 4.11.1. VR preview is greyed out and I can’t launch in VR after packaging either. Will update when I find a solution.
[/]

Hi HaxO, are you updated to the Oculus 1.3 SDK? UE4 is updated to that in 4.11.1.