4.11 Released!

[=KingBadger3D;512792]
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
[/]

try this - https://answers.unrealengine/questions/169514/47p5-lightmass-crashed-assertion-failed.html - it might be a residual cache

Minor issue, but on the mac (el capitan), I can’t start typing for nodes immediately after right-clicking on the canvas. I need to click the text field first.
This is both in the blueprint and material editors.
Oh, and I can’t rename the assets and folders in the content broser’s left column. (Renaming works fine on the right-side folder view.)

Dev note by : The loss of node focus issue is known an logged as UE-29024. The rename issue might be known as UE-29042, but there are some differences. We’ll investigate.

[=KingBadger3D;512792]
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
[/]

Try rebuilding UnrealLightmass under Programs in the VS solution. It works for me.

EDIT: Whops, didn’t see your post edit. Is it working now?

I have a problem. When creating a new directory that does not allow rename. And when I try to edit it automatically locks not allow editing. I’m using osx Capitan 11.10.4

anyone else having issues with the ambient cubemaps in post process volumes on the vive?
when launching the game out of “vive mode” the cubemap works as expected the the world is lit well.
When launching the exact same build with the vive on and steam vr (so it runs in vive mode) the ambient cubemap is not working.

i’m having the same issues someone else reported in this thread

  1. Click + mouse input doesn’t work for camera movement anymore.
  2. 3D widgets are no longer at the correct screen space coordinates.
    I hope you could fix this issues as soon as possible

[=Shivmoo;513356]
anyone else having issues with the ambient cubemaps in post process volumes on the vive?
when launching the game out of “vive mode” the cubemap works as expected the the world is lit well.
When launching the exact same build with the vive on and steam vr (so it runs in vive mode) the ambient cubemap is not working.
[/]

I found a fix for us at the moment, adding a delay to stereo on seems to sort it.

I replaced the cubemap with a second omni light which also did not render when launching with a vive, tried a skylight, second ppv, different pawn. Only thing that currently appears to be working for us is the stereo delay.

Landscape sculpting is very unstable in 4.11.1, getting constant crashes (can edit the landscape around 20-60s until suddent crash). Didnt have the issue often in 4.10 except might got crash if switching too quick between foliage and landscape modes. My map is divived to streaming levels if its related.

[=EpicGames]
New: Added a new Blueprint-callable method to force an update on a Spline Mesh (to recalculate its collision), and also added it as an extra optional parameter on any Blueprint calls which set spline mesh parameters so that mesh/collision update can be deferred if desired. This can provide a big performance optimization in Construction Scripts which manipulate Spline Mesh Components.
[/]

Is there a way to utilize this in the event graph at run-time? I’m calling it in my event graph to update the collision after spline points are added and placed , but it’s not actually updating the collision.

[=Masmo;513514]
i’m having the same issues someone else reported in this thread

  1. Click + mouse input doesn’t work for camera movement anymore.
  2. 3D widgets are no longer at the correct screen space coordinates.
    I hope you could fix this issues as soon as possible
    [/]

Hi,

point 1 is fixed in 4.11.2 (after some discussion with the devs what the best way would be to fix this :wink: ).

Cheers,

[=indygoof;514340]
Hi,

point 1 is fixed in 4.11.2 (after some discussion with the devs what the best way would be to fix this :wink: ).

Cheers,

[/]

Oh thank you!
When the 4.11.2 will be released?

And what about the correct position of widgets in Actor’s BP ? I know it’s an experimental feature but in 4.10 it worked correctly :slight_smile:

[=Masmo;514958]
Oh thank you!
When the 4.11.2 will be released?
[/]

We are aiming to release the 4.11.2 Hotfix soon this week.

Cheers

Does anybody has the same problem in 4.11 as this?
When I build the lights of a scene with a stationary light some movable objects get this ghosting effect.
It has something to do with the realtime shadow of the stationary light.

[= ;514964]
We are aiming to release the 4.11.2 Hotfix soon this week.

Cheers
[/]

Great News.

Can we expect a fix for the “Rebuild Solution Failed” bug in visual when you are using a fresh install? it’s due to the fact that you change the default fodler installation from “EpicGames” to “Epic Games” (with a space) and that some .Bat file are not handling the space properly.

thanks,

Hello there,

I have been searching the new Capsule Shadows in UE 4.11 but it seems I can’t find it.
would you please massage me more descriptions and informations about the new Sphyl Bodies (Capsule). And the steps of creating and using it.

Thank you.

[=River Piece;515434]
Hello there,

I have been searching the new Capsule Shadows in UE 4.11 but it seems I can’t find it.
would you please massage me more descriptions and informations about the new Sphyl Bodies (Capsule). And the steps of creating and using it.

Thank you.
[/]

Hi River Piece,

There isn’t any official documentation yet, but I’ve got a simple setup tutorial on my personal site that should help you get them setup and using them here](://timhobsonue4.snappages/lighting-capsule-shadows).

The setup should be pretty straight forward though with creating a simple physics asset and assigning it to any skeletal mesh. :slight_smile:

[=;515478]
Hi River Piece,

There isn’t any official documentation yet, but I’ve got a simple setup tutorial on my personal site that should help you get them setup and using them here](://timhobsonue4.snappages/lighting-capsule-shadows).

The setup should be pretty straight forward though with creating a simple physics asset and assigning it to any skeletal mesh. :slight_smile:

[/]

Hey ,

thank you very very much. ~~~

one more question. when I want to create 2 more capsule for the feet of my character. how do i do that ?

[=;515478]
Hi River Piece,

There isn’t any official documentation yet, but I’ve got a simple setup tutorial on my personal site that should help you get them setup and using them here](://timhobsonue4.snappages/lighting-capsule-shadows).

The setup should be pretty straight forward though with creating a simple physics asset and assigning it to any skeletal mesh. :slight_smile:

[/]

Capsule shadows are really cool but I have one problem with them. When I use them with static skylight or no skylight at all their directionality seems to be way off. It seems that I can’t get nice blob shadows under my character but only to other side. I tried with every settings but it seems that there isn’t possibility to adjust capsule behavior to be more omni directional. Just oldschool ambient occlusion without directionality.

UPDATE!

The 4.11.2 Hotfix is now live! This is a big one that resolves over 40 issues!

Fixed in 4.11.2

Fixed! UE-28811 Get mouse X/ Get mouse Y returns zero after the user clicks the screen and mouse is shown
Fixed! UE-29148 Using “Show Mouse Cursor” breaks mouse axis movement
Fixed! UE-28378 Mouse is not captured when switching between clients when running PIE
Fixed! UE-29007 Construction script in parent blueprint cannot call function in child blueprint
Fixed! UE-29207 UMG Widgets aren’t cleaned up when a player is removed
Fixed! UE-29208 Third Person C++ Template Doesn’t use C++ Character
Fixed! UE-29300 CDO Constructor Error when opening C++ Third Person project
Fixed! UE-29136 Ensure starting PIE after editing character blueprint of a code based side scrollers
Fixed! UE-29046 Crash on exit PIE after editing character blueprint of a code based side scrollers
Fixed! UE-29209 Ensure ‘Attaching instanced component to template component’ in PIE in TP code project after reparenting character BP
Fixed! UE-29100 Disable spawanbles in 4.11 because they can cause scene corruption and won’t be compatible with 4.12
Fixed! UE-28791 Crash smoothing landscape with foliage
Fixed! UE-28926 Editor crashes while sculpting landscape heavily covered in foliage
Fixed! UE-28999 UE 4.11 Project Containing vegetation_pack causes Engine to Crash
Fixed! UE-24725 Vehicle templates have jerky movement when turning due to SpringArmComponent
Fixed! UE-28753 SpringArm causes physics to fail for a character standing on the physics object
Fixed! UE-28991 Cannot manipulate morph targets unique to Slave Component through Master Component
Fixed! UE-29003 Manipulating Morph Target on Master Component distorts Slave Components
Fixed! UE-28789 Root motion has significant error when used in character movement
Fixed! UE-25343 Crash in SetRootBodyIndex ( ParentIndex is 0 but SpaceBases.Num() == 0)
Fixed! UE-29116 Animation CopyRecords need to calculate size at runtime
Fixed! UE-29422 Crash in FollowKnots when compiling Anim Blueprint
Fixed! UE-29326 [CrashReport] UE4Editor_Engine!FBlendedCurve::InitFrom() [animcurvetypes.cpp:590]
Fixed! UE-28011 Media Player assets do not play in packaged games or in standalone
Fixed! UE-29091 Sound Cues with Attenuation ‘Override’ Nodes break when Upgrading project to 4.11
Fixed! UE-29403 .wav files with concurrency count data outside proper range will crash editor when played
Fixed! UE-29548 Crash in VoiceModuleWindows.cpp
Fixed! UE-29397 Sounds not Playing for 2nd Player Client when running in Local Multiplayer Splitscreen Mode
Fixed! UE-27646 Editor Crashes When Using Set Replicates in the Construction Script
Fixed! UE-25234 Bloom offset in right eye when rendering in stereoscopic
Fixed! UE-29513 Custom lighting channels ignored when object culled in stereoscopic
Fixed! UE-28609 R.ScreenPercentage and HMD SP commands do not work on Morpheus
Fixed! UE-29505 Wrong colors on Nexus 6 Devices
Fixed! UE-28805 HDR and Bloom not working on Mali Galaxy S7 (SM-G930F)
Fixed! UE-29420 [Metal][iOS] Memory spike caused by FMetalSurface in 4.11
Fixed! UE-29421 [Metal][iOS] Crash in FMetalDynamicRHI::RHIReadSurfaceFloatData since 4.11
Fixed! UE-29006 [CrashReport] UE4Editor-MetalRHI.dylib!FMetalCommandEncoder::RestoreRenderCommandEncoding()
Fixed! UE-29194 leaks memory in Shipping builds submission timestamp array
Fixed! UE-29390 Html 5 Launch Fails on Windows
Fixed! UE-29392 HTML5 broken load/save
Fixed! UE-28874 New Third Party Plugin does not compile on Mac and Linux and prevents project from opening
Fixed! UE-29158 4.11 regression: Stationary skylights no longer get bounce lighting after a lighting build
Fixed! UE-29255 IndirectLightingIntensity on skylights is broken - can cause level lighting to unexpectedly change after getting the new build
Fixed! UE-29297 Building Grass Map toast stays up forever
Fixed! UE-29332 [CrashReport] Crash When Switching from Lit to Light Complexity Mode
Fixed! UE-29322 [CrashReport] UE4Editor_CoreUObject!StaticFindObjectFastInternalThreadSafe() [uobjecthash.cpp:423]
Fixed! UE-29407 Editor process quits during start up in debug with debugger attached

REMEMBER: Please report any new bugs you find to the UE4 Answerhub