4.11 Released!

I just downloaded version 11. The new features are excellent but I am running into what appears to be a bug when I go into full screen on my 1920 x 1080 monitor. A “light” boarder creeps in around the left and top of the screen when in full screen (only happens when in full 1920 x 1080 full screen). Strong lens flare like effects also get stuck on the screen. When I go out of full screen and then back to full screen it goes back to normal but within 10 seconds or so of walking around the effects in until it is extremely noticeable. The pic attached lighting isn’t built but the same thing happens when lighting is built as well. I tested on 2 maps with same effect. This appears to have been adopted with version 11. Check link to image below, notice the border on left and top of pic. Also all the extreme lighting is not how that normally looks, that light gets stuck to the screen and doesn’t go away…as time goes on more and more light gets stuck to the screen. Going out of full screen and back in clears the glitch but in 10 seconds or so it all creeps back in. Anyone else get this?

://www.melodyshare/images/unrealengine11bug.png

The content examples are nice, but please, give us a documentation page for the new shading models… the examples, with all those wires, are not actually easy to understand (it is very useful to copy and use it directly if applicable, though).

[=Allenheathx;504416]
I just downloaded version 11. The new features are excellent but I am running into what appears to be a bug when I go into full screen on my 1920 x 1080 monitor. A “light” boarder creeps in around the left and top of the screen when in full screen (only happens when in full 1920 x 1080 full screen). Strong lens flare like effects also get stuck on the screen. When I go out of full screen and then back to full screen it goes back to normal but within 10 seconds or so of walking around the effects creep in until it is extremely noticeable. The pic attached lighting isn’t built but the same thing happens when lighting is built as well. I tested on 2 maps with same effect. This appears to have been adopted with version 11. Check link to image below, notice the border on left and top of pic. Also all the extreme lighting is not how that normally looks, that light gets stuck to the screen and doesn’t go away…as time goes on more and more light gets stuck to the screen. Going out of full screen and back in clears the glitch but in 10 seconds or so it all creeps back in. Anyone else get this?

://www.melodyshare/images/unrealengine11bug.png
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+1 have the same problem, goes away when I do a an actual build and seems to only happen in editor when F11 fullscreen (Win7 64 with AMD hd7870)

Edit: Here is the answerhub link for this problemanswers.unrealengine/questions/398306/411-pie-screen-edge-glow.html

Eye shader content example says that this special Static mesh need to be used. I noticed that there are some extra uv channels which probably store some special data. But what and how one could create it’s own eye mesh.

[=;504341]
I had a similar issue too, insta crashing when trying to open a character blueprint (not AI) and anything with reference to that blueprint. That includes gamemodes, game instances etc and the 4.11 project crashed upon load.
Took me between 2-3 hours to find out what’s the cause + fix it (luckily just deleting these in 4.10 then converting to 4.11 worked. Plus I wasn’t using the characters anyway). I had some issues when converting from 4.9 to 4.10 so maybe that’s where it originated for me.

But I must say it was really worth the time spent to update to 4.11!
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Thanks, good to know. :slight_smile: I will recreate the crashing character blueprints, anyway those were waiting to be cleaned.

Too bad, i was hoping you would hand out the paragon character showcase in the content demo, would be interesting to take a look at the shader network.

Hi all,

Thank you for the new UE4 release. I installed the Engine only. Where I can find the default templates and the Starter Content? I have nothing in my engine!

EDIT: I know! Launcher -> Click the drop down Menu on the Engine installed -> Choose Options

Thank you a LOT for this release. I love it, when you improve the performance so drastically. Wonderful job, you can be very proud of yourselves, EPIC :).

I got troubles with the SkeletalMeshComponents on my Async Loaded Modular Character Class.

After update an assert is breaking the project because BoneIndexes, something related to MasterBoneMap getting empty, I think SetMasterPoseComponent() is not filling the MasterBones properly with dinamically loaded meshes, the project runs fine on 4.10.3.

I’m dying to try the new features, but, without my character class working there is not much sense on the remaining things.

The trouble is get another 1.9GB download of the pdbs to debug the entire thing, was this already reported?

Just want to thank you for optimization pass!
I remember having 70 fps in SuperGrid in 4.7 version with fullscreen and epic quality, now I have 90-100 fps in the same scene! <3

Hi!

I have notice that material parameters is no longer accessible by using “Set _____ Parameter Value” node

Is it have anything to do with the following update?

“New: Material parameters can now be animated in level sequences.”

Hi all, I am trying to run 4.11 with my 4.10.3 content. It crashes without loading. I have marketplace content in the project file? Anyone else having issues starting it up?

This is the error log I get:

MachineId: EpicAccountId:
Access violation - code c0000005 (first/second not available)
UE4Editor_CoreUObject!UStruct::FindPropertyByName() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\property.cpp:1307] UE4Editor_BlueprintGraph!UK2Node_MakeStruct::Serialize() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\blueprintgraph\private\k2node_makestruct.cpp:372] UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\linkerload.cpp:3277] UE4Editor_CoreUObject!EndLoad() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobjectglobals.cpp:1383] UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobjectglobals.cpp:1143] UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobjectglobals.cpp:1258] UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorserver.cpp:2392] UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorserver.cpp:5946] UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorserver.cpp:5436] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedsrv.cpp:744] UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\filehelpers.cpp:2070] UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\filehelpers.cpp:3283] UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedmisc.cpp:299] UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealed.cpp:86] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:133] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll

[=;505158]
Hi!

I have notice that material parameters is no longer accessible by using “Set _____ Parameter Value” node

Is it have anything to do with the following update?

“New: Material parameters can now be animated in level sequences.”
[/]

Set Scalar/Vector/Etc Parameter Value nodes work the same as before. Make sure you’re trying to add it to Material Instance Dynamic type (or cast to it first)…

The substance plug-in is not supported yet for this version.

There was a message when opening a 4.11 copy about the missing substance plug-in, but on the marketplace it is not available for 4.11.
The copy also crashed before opening, but this might be related to the substance plug-in.

Unreal Engine 4.11: Realtime Lightning from final fantasy XIII

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

Can someone tell me how to update to 4.11 from 4.10.4? I must be blind.

[=;505212]
Can someone tell me how to update to 4.11 from 4.10.4? I must be blind.
[/]

Open the launcher - go to the library tab - click on “add version” - choose 4.11 - install :slight_smile:

[=Ektophase;504578]
+1 have the same problem, goes away when I do a an actual build and seems to only happen in editor when F11 fullscreen (Win7 64 with AMD hd7870)
[/]

[=creasso;504927]
I got troubles with the SkeletalMeshComponents on my Async Loaded Modular Character Class.

After update an assert is breaking the project because BoneIndexes, something related to MasterBoneMap getting empty, I think SetMasterPoseComponent() is not filling the MasterBones properly with dinamically loaded meshes, the project runs fine on 4.10.3.

I’m dying to try the new features, but, without my character class working there is not much sense on the remaining things.

The trouble is get another 1.9GB download of the pdbs to debug the entire thing, was this already reported?
[/]

Hi

If you are running into a bug, please report it to the Bug Reports section of the answerhub so we can assist you more in depth. You can find a link to the Bug Reports section as well as a link for how to report a bug in my signature. Thanks!

Too bad the character rendering example misses a lot of very important pieces!

We have the eyeball itself. However the tear line, eye shell and tear duct blend meshes & shaders are missing, despite the fact that these parts are equally important to realistic eye rendering. I hope the example will be updated with the eyes sitting in the example head including all the components I just listed.

Thanks!

Custom build doesn’t work.

Can anyone using OSX build and run the engine at all?

I’ve tried on two machines and the build works successfully:

[]
-------- End Detailed Actions Stats -----------------------------------------------------------
Total build time: 3703.46 seconds
Compiling with MacOSX SDK 10.11
Deploying now!

=== BUILD TARGET UE4 OF PROJECT UE4 WITH CONFIGURATION Development Editor ===

Check dependencies

Touch /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app
cd /Users//dev/unreal/UnrealEngine/Engine/Intermediate/ProjectFiles
/usr/bin/touch -c /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app

RegisterWithLaunchServices /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app
cd /Users//dev/unreal/UnrealEngine/Engine/Intermediate/ProjectFiles
builtin-lsRegisterURL /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/UE4Editor.app

** BUILD SUCCEEDED **
[/]

…but launching the editor results in:

[]
MachineId:142D037BD44E186B57F275BC6DC73D34
EpicAccountId:

Generating report for minidump

Application version 4.11.0-0
… built from changelist 2818068

OS version 10.11.4.24165
Running 1 x64 processors
Exception was " SEGV_MAPERR at 0x3"

Source context from “engine/source/runtime/core/private/genericplatform/genericplatformmisc.cpp”

<SOURCE START>
<SOURCE END>

<CALLSTACK START>
FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x1069fa97b [/Users//dev/unreal/UnrealEngine/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 294] [in UE4Editor-Core.dylib]

[/]

The machine specs are:

[]
10.11.4 (15E65)
iMac (Retina 5K, 27-inch, Late 2015)
3.2 GHz Intel Core i5
32 GB 1867 MHz DDR3
AMD Radeon R9 M380 2048 MB
[/]

Notice that this occurs when opening existing projects, or when just launching the editor in general, the debug output shows this when running in automation mode to try to get some idea of what’s going on:

[]
Syncing project file for TestProject

Setting up Unreal Engine 4 project files…

Setting up Mono
Generating data for project indexing… 100%
Writing project files… 100%
Building: /Users//dev/unreal/packages/unreal-npp/tests/bin/…/TestProject.uproject
Setting up Mono
Building UBT…
0 Error(s)
Building TestProjectEditor…
2016-04-04 00:02:12.241 defaults[24951:228578]
The domain/default pair of (/Users//Library/Preferences/com.apple.dt.Xcode, IDEBuildOperationMaxNumberOfConcurrentCompileTasks) does not exist
Running command : Engine/Binaries/DotNET/UnrealBuildTool.exe TestProjectEditor Mac Development -deploy /Users//dev/unreal/packages/unreal-npp/tests/bin/…/TestProject.uproject
Compiling with MacOSX SDK 10.11
Target is up to date
Compiling with MacOSX SDK 10.11
Deploying now!
Fatal error: [File:/Users//dev/unreal/UnrealEngine/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1308]
Couldn’t launch /Users//dev/unreal/UnrealEngine/Engine/Binaries/Mac/ShaderCompileWorker! Make sure the file is in your binaries folder.
[/]

No special flags were passed to build this, just:

[]

git clone git@github:EpicGames/UnrealEngine.git --recursive --depth 1 --branch 4.11.0-release
cd UnrealEngine
sh ./Setup.sh
sh ./GenerateProjectFiles.sh
xcodebuild -workspace UE4.xcworkspace -scheme UE4

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