4.11 Released!

Have someone found yet any more info what causes the AllEnabledTickFunctions.Remove crash? Still getting that during playing and also if there is ai near each other, often the whole thing just freezes. In 4.10.3 I got some PNewPose.isValid() crash randomly. Thats gone but, now seeing much e.g. ArmedBP_C_27 is stuck and failed to move! spamming in log which seems to be connected to crashing. The AI even can move, just not always since there is other AI character sometimes blocking. If I dont spawn the AI characters, its stable. Would be so excited to get work without crashes but still struggling. Else performance is getting very smooth.

Edit: Btw. currently the answers.unrealengine forces simplied chinese for me.

I have submitted bug report for a major issue with Lightmass from the source build, it fails to build even on a frehsly formated and installed system with the same errors.

https://answers.unrealengine/questions/398465/lightmass-fails-to-compile-in-vs-results-in-swarm.html

EDIT: Source can not compile (lightmass will fail) if Visual Update 2 is downloaded, others are having the same issues:

https://answers.unrealengine/questions/392183/failed-to-build-unreallightmassexe-on-promoted-bra.html

Dev note by : This is set to be fixed in our upcoming 4.11 Hotfix.

The bug where child blueprints reset to their defaults hasnt been fixed, although it says it has in the change log.

Has there been some change internally that makes compiling more resource-intensive?

I can’t even compile blueprints anymore (unless they’re extremely simple), I literally have to save uncompiled, close the editor, and reopen it, because UE almost invariably times out and becomes unresponsive when compiling starts.

I don’t know if the method is the same from Ektophase , but what I could get is here:
https://answers.unrealengine/questions/398719/411-c-characters-crashing-on-setskeletalmesh.html
I’ve found this other post:
https://answers.unrealengine/questions/398225/compile-error-411-skeletalmeshcomponent-assert.html
He should have the same issue but he didn’t included the crashlog, I’ve downloaded the pdbs to get more info. :frowning:

[=;505496]
The bug where child blueprints reset to their defaults hasnt been fixed, although it says it has in the change log.
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I can confirm that too.

[=;504210]
True that. Isn’t this something like what Simplygon used to do: https://forums.unrealengine/showthread.php?98648-PLUG-IN-Automatic-LOD-Generation-for-Static-Meshes ?
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Oh I must have missed that one. That looks fantastic! Hopefully they’ll add support for merging multiple actors as well. Thank you. :slight_smile:

[=;505411]
Have someone found yet any more info what causes the AllEnabledTickFunctions.Remove crash? Still getting that during playing and also if there is ai near each other, often the whole thing just freezes. In 4.10.3 I got some PNewPose.isValid() crash randomly. Thats gone but, now seeing much e.g. ArmedBP_C_27 is stuck and failed to move! spamming in log which seems to be connected to crashing. The AI even can move, just not always since there is other AI character sometimes blocking. If I dont spawn the AI characters, its stable. Would be so excited to get work without crashes but still struggling. Else performance is getting very smooth.

Edit: Btw. currently the answers.unrealengine forces simplied chinese for me.
[/]

I had a similar issue with one of my blueprints that had a Tick Interval over 0.0. I fixed it by messing with the state in which the tick occurs, making it PostUpdateWork I believe and it seemed to solve the issue for now. Finding the blueprint that crashes may be difficult, it’s best to attach the visual debugger to the process and get that crash to occur, then look in the FTickFunction auto variables to try find the name of the blueprint that’s crashing.

Thanks :slight_smile: also spotted related ticket last night and so far good. No more AllEnabledTickFunctions.Remove crashes yet, but still getting freezes that seem to be related to ai controllers. I noticed “cast to character” dosent always success, especially it connected to “controlled pawn” and if that is connected to play montage (as converted pure cast), that seem to cause crashing. After changes getting noticeable less freezes but still too many. Will keep working on that. Also check if there is some other blueprints with tick over 0.0. Been using much slow ticks, but will use then event timers instead.

But will try that PostUpdateWork settings. Also check the visual debugger.

What changes there are for post process materials? I noticed that Camera Vector is bugged at sky pixels and just give black.

Can anyone explain the textures in the new hair material and how i should go about making them? I mean to me it looks like a bunch of alpha channels, but clearly they are not… so what exactly is this?

[=Galeon;504208]
It looks like this was made for Paragon exclusively.
This is a mistake not proposing some custom Hierarchical LOD for all that does not rely on Simplygon.
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Hi Galeon,

Without Simplygon there still is functionality for the HLOD system to use. In this case the system takes the source meshes and merges them together (note, this will not give triangle count reduction). However it will bake out the proxy material to atlas textures, so you will get a reduction in draw call count. The idea for 4.12 will be calculating the correct source LOD model to be used for merging, and creating a new unique UV set for the proxy material rather than an atlas texture.

Cheers,

Jurre

[=‘[EPIC]
Smurf;505830’]Hi Galeon,

Without Simplygon there still is functionality for the HLOD system to use. In this case the system takes the source meshes and merges them together (note, this will not give triangle count reduction). However it will bake out the proxy material to atlas textures, so you will get a reduction in draw call count. The idea for 4.12 will be calculating the correct source LOD model to be used for merging, and creating a new unique UV set for the proxy material rather than an atlas texture.

Cheers,

Jurre
[/]

Any reason why we cant have the ability to create our own proxy lod meshes manually? Every other engine seems to have this feature and for an engine like unreal to be touting VR so much you would think that performance mattered for VR… Most of us here cannot afford a fortune on simplygon SDK… simplygon normal fine thats cheap, but its not compatible to be used within unreal… Unity has a great way where tehy can take an entire building full of different meshes… and you can literally decide whta the LOD is going to be… from makign a distnace low res different material model… to even deciding which lod has lights or particle fx in it…

Seem to be crashing when trying to sculpt terrain with foliage that was saved during 4.10.

Also seem to be having stuttering, where the game will hang while playing in editor. Then after a second or two it starts again most times. A few times it has totally just froze.

reverting between these two builds, I am getting all sorts of crashes and errors in 4.11

Then reverting back to 4.10, it can’t see the blueprints that were saved in 4.11

What happens with the stuff near completion on the roadmap, for example under Gameplay there are these two entries: “Improvements to CharacterMovement replication” for March and “Arbitrary orientation/gravity direction for Characters” for April.

If they are completed, when will they make it into the engine? Do I have to wait for the next major release? The later is the one I’m really waiting for.

Just to let you know that the IsFocusable “existing user widgets won’t be affected” line is less than true. Took me 40 minutes to figure out why my UI input suddenly isn’t working.

Ok, so, I don’t really know where to post “technical support” stuff, so…

I haven’t been able to add any new versions to unreal engine since 4.10.4. When I tried to add the 4.11 preview edition, it would download, but when it came to installing, it would error out and never allow me to “verify files” or anything. So, I ultimately skipped downloading the 4.11 preview. Now that 4.11 (official) is out, I tried once again. I get the same issue. So, I uninstall it, re-download and try again…3 times, only to fail each time. Note: the engine has never had a problem with adding new versions before. When 4.8 preview and full releases came out, I was able to download, install and use with no issues, as well as the subsequent versions thereafter, all the way up to and including 4.10. Now this? So, maybe it’s my computer being dumb? Well, on to my next step.

Being as the tech-type person that I am, I troubleshoot. First, I installed a FRESH download of UE4 onto my girlfriends computer. Tried to add the 4.11 release… and… same problem. Er? o.O

I’m not really sure what’s going on here, but since there are hundreds upon hundreds of posts and threads to roam through to see if anyone has a similar problem (and looked in a few pages into quick fixes and workarounds), I haven’t found anything yet, related to this problem. Help anyone?

“The necessary prerequisites have failed to install. Error Code E-1223”

Note: My windows is up to date as well as all of my drivers…

Ok, so… I accidentally figured it out.

Apparently, I had the substance plugin installed on 4.10.4. I don’t even have Substance.

So, I uninstalled the Substance plugin from 4.10.4.

Clicked the “Resume” button on the failed 4.11 installation.

It actually worked.

It’s now fully installed and I’m now able to use 4.11.

Totally…crazy.

Bug?

I am unable to cook my game in 4.11 due to a child actor issue

https://answers.unrealengine/questions/398038/411-cooking-failure.html