4.11 Released!

[= ;509150]
Hi ChristianV, I believe this may address your issue. https://docs.unrealengine/latest/INT/Platforms/VR/VRCameraRefactor/index.html
[/]

Thank you, I will look into this.

-edit

So this looks like a tutorial to add some kind of null object in my camera hierarchy in order to add an offset to get it off the ground. But there’s still the issue of the head tracking not appearing to work properly. When I swing my head side to side, it feels like everything is spinning around me, like there’s something wrong with the FOV. It SEEMS like I can lean in and out of the scene, but turning my head side to side looks really off.

Hello Epic Games, I’m StoneKingRush. I want to ask a question:
Will Unreal Egnine compiled on 32-bit Windows?
If so, in your ranks will get new and possibly cool developers.
I hope and believe.:slight_smile:

Lock to HMD toggle solved my problem. Thanks again for the link.

I’m trying to use Sequencer for my animation short project, but I can’t find a Cinematic Viewport anywhere. I saw guys from Epic using it, but it simply doesn’t exist in viewport options, even though I enabled Sequencer itself and reloaded UE4.

[= ;509154]
Hi HaxO, are you updated to the Oculus 1.3 SDK? UE4 is updated to that in 4.11.1.
[/]

Yes, I did like the reddit post said, downloaded oculus home and changed the settings to allow unknown sources and it works ok. 1.3 seems to have some weird issues with the DK2.

[=jwainwright;508146]
Apex cloth doesn’t seem to make the transition from 4.10 to 4.11 gracefully. You can remove apex in your 4.10 project and re-import them into your 4.11 project to circumvent it for now.

Otherwise, you probably want to post to answerhub :slight_smile:
[/]

That’s awful. Then we gotta redo it. Thanks for the info.

Camera animations don’t work after using seamless travel. This was asked in 4.10 and not answered or added to bug tracking. Bringing it up in 4.11

https://answers.unrealengine/questions/401384/camera-animations-stop-working-after-seamless-trav.html

One word, EPIC! Great stuff. Thanks to all involved!

[=StoneKingRush;509195]
Will Unreal Egnine compiled on 32-bit Windows?
[/]

Yes, there’s an option to compile your projects for Win32 (among loads of othe platforms).

[=Frepp73;509864]
Yes, there’s an option to compile your projects for Win32 (among loads of othe platforms).
[/]

Well, you can compile a game project for 32 bits OS, but the UE4 Editor itself requires 64 bit and 8Go of memory (https://docs.unrealengine/latest/INT/GettingStarted/RecommendedSpecifications/)

Any info about the new skin shading or has the old Content Examples map been upgraded?

The videos of startup movies can’t display while launching the game on the Gear vr ! Only audio can be heared!

Well, 4.11.1 has been great so far, with just a few transitional pains. It’s awesome.

Except for one thing… Hot Reload is waaaaaay slower than it used to be:

:wink:

Hi!

Looks like I found couple of bugs. I hope you can fix it in next releases :slight_smile:
https://answers.unrealengine/questions/403411/bug-with-deltaseconds-valiable-in-the-function-aac.html
https://answers.unrealengine/questions/399607/gettimerelapsed-bug-with-negative-value.html

[=;510443]
Well, 4.11.1 has been great so far, with just a few transitional pains. It’s awesome.

Except for one thing… Hot Reload is waaaaaay slower than it used to be:

:wink:
[/]

I noticed that little bug too. It gave me a good laugh.

We have 6 levels which are running fine in 4.8.3, and decided to convert to 4.11.1. One of the levels crashed the editor and the call stack is as below:-



Assertion failed: UnbuiltBounds.Num() == (LastUnbuiltIndex - FirstUnbuiltIndex + 1) [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp] [Line: 682] 



UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Engine!FHierarchicalStaticMeshSceneProxy::FHierarchicalStaticMeshSceneProxy() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:683]
UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::CreateSceneProxy() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:2443]

UE4Editor_Renderer!FScene::AddPrimitive() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\rendererscene.cpp:496]


The last few lines of log content:-



[2016.04.13-12.16.38:632][616]LogAIModule: Creating AISystem for world PULMAT_KE_HALT_3
[2016.04.13-12.16.38:715][616]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2016.04.13-12.16.49:253][616]LogCrashTracker: 


[2016.04.13-12.16.50:040][616]LogCrashTracker: 


[2016.04.13-12.16.50:040][616]LogWindows:Error: === Critical error: ===
Assertion failed: UnbuiltBounds.Num() == (LastUnbuiltIndex - FirstUnbuiltIndex + 1) [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp] [Line: 682] 





[2016.04.13-12.16.50:157][616]LogExit: Executing StaticShutdownAfterError
[2016.04.13-12.16.50:260][616]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.04.13-12.16.50:260][616]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.04.13-12.16.50:260][616]LogWindows: FPlatformMisc::RequestExit(1)
[2016.04.13-12.16.50:260][616]Log file closed, 04/13/16 20:16:50


It seems that it crashed whenever it tried to create Ai System. I tried going back to the original map in 4.8.3 and uncheck ‘Enable Navigation’ (presumably turning off AI System) and convert - but it still crashed.

Edit2:
It seems that 4.11 release notes has this line:-

[]

New: Added a check that the hierarchical instanced mesh “unbuilt bounds list” is the correct size, and fixed a bug where on undo the bounds list would be one entry larger than expected.

There was a crash in 4.10 where the bounds list was unexpectedly empty, we haven’t yet seen it in 4.11 but hopefully the check will catch it if it is still happening.

[/]

But this seem to address for the case of levels built in 4.10 and I am coming from 4.8.

UMG is still bugged as hell:

-crashes randomly, especially when copy pasting stuff at certain levels of zoom

-if you import an image for a slider it just refuses to look like what you imported

Another bug I’ve noticed:

-if you change an image and reimport it, with the same name, you can’t change the details:

https://www.dropbox/s/ouan1vsxt7s864y/Screenshot%202016-04-13%2005.36.19.png?dl=0

I honestly hope Epic’s gonna add support for html5, css and javascript asap. UMG is a constant pain and much too limited.

4.11 runs worse then 4.10? def not seeing any of this performance boost this update was supposed to bring

[=;512486]
4.11 runs worse then 4.10? def not seeing any of this performance boost this update was supposed to bring
[/]

For us 4.11 gave solid 25% gpu and 10% cpu perf boost. For some optimization you need to edit some settings. Try to toggle “Selectively output to the GBuffer rendertargets” from Rendering Settings.
Also watch this video to understand what changes are made. https://www…com/watch?v=BXcw2IrIinc

I compiled 4.11.1 and light building doesnt work at all? Engine exports scene then gives lightmass unable to kick off.

Swarm agent log says:

18:09:54: [Interface:TryOpenConnection] Local connection established
18:09:54: [Job] Accepted Job 7638D3D6-4F4DEF5B-BD5AC58D-701E010D
18:10:00: [Interface:CacheAllFiles] Failed to cache the executable: F:\UnrealEngine-4.11.1-release\Engine\Binaries\Win64\UnrealLightmass.exe
18:10:00: [Job] AddTask: Rejected, cannot add a task to a running job
18:10:00: [CloseConnection] Closing connection 66D02476 using handle 66D02476
18:10:00: [CloseConnection] Connection confirmed for disconnection 66D02476
18:10:00: [CloseConnection] Closing orphaned Job (7638D3D6-4F4DEF5B-BD5AC58D-701E010D)
18:10:00: [CloseConnection] Connection disconnected 66D02476
18:10:00: [GetMessage] Safely returning to 66D02476 with no message
18:10:01: [MaintainConnections] Local connection has closed (66D02476)
18:10:01: [MaintainConnections] Removed connection 66D02476
18:10:01: [MaintainConnections] All connections have closed

Ive checked that folder and UnrealLightmass.exe isnt even there!? WTF

Help Please

Edit:Opened solution, rebuilt only lightmass and the files have at least now showed up, Now to see if it actualy works. 4.11 would give me an editor crash relating to Embree. Hmmmm