Woow… still, so many bugs… I think I’m gonna wait until 4.11.2 at least.
[=LadyAshura;506375]
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 actually got a substance plugin error when i first opened my project in 4.11 and have no recollection of ever adding that plugin. Easy fix though, open the .uproject in a text editor and remove the substance bit in plugins section.
Hey folks! I have an weird issue with 4.11
Since yesterday my editor is like this:
://i.imgur/ogpsICW.jpg
I updated the graphics card just in case, and the problem continue… Any ideas of what could it be?
Is the parallax mapping example map not included? I cannot seem to find it anywhere
Why is APEX crashing the Engine in 4.11?
Error Line: Assertion failed: ClothSimulPositionNormalBuffer[Index].VertexBufferRHI.IsValid() [File:D:\BuildFarm\buildmachine_++UE4+Release 4.11\Engine\Source\Runtime\Engine\GPUSkinVertexFactory.h] [Line: 685]
I’m having a bug in my project converted from 4.10 to 4.11: value of the InputAxis for mouse is 0 after right mouse button release event, regardless of ShowMouseCursor.
Any idea if/when we might expect fix?
[=‘[]
;506506’]Is the parallax mapping example map not included? I cannot seem to find it anywhere
[/]
The POM Example is slated for 4.12
[=;505496]
The bug where child blueprints reset to their defaults hasnt been fixed, although it says it has in the change log.
[/]
[=hcenteno]
I can confirm that too.
[/]
Hi and hcenteno. Can you provide a link to an Answerhub post where the issue you are experiencing is described in detail? Thanks
[= ;506699]
Hi and hcenteno. Can you provide a link to an Answerhub post where the issue you are experiencing is described in detail? Thanks
[/]
I personally havent reported it as a bug as I dont know how to reproduce it, but it is most definitely a bug. I believe its from editing the parent blueprint.
Soooo many bugs in this version breaking things I would suggest anyone who hasn’t updated and spent days with the new version to hold off.
Hey I’m not able to scrub through rig animations in matinee and watch the morph targets animate. At my were in the process of testing out 4.11 and we noticed that when we scrub animations in matinee the morph targets are not updating. The only way to see the animations is to play the matinee or loop the matinee. Normally this would not be a big deal but when we QA the scene or add lighting or effects it makes it really hard to accomplish these tasks. I am wondering if this is a bug or a new import setting that we haven’t seen yet. I also went through the project and editor setting and could not find any options that might be associated with this issue.
i also posted this issue in the answer hub
Hi. I have a crash (assert failed) at Play in PIE (Debug Editor) from any landscape height field collision component.
There is a callstack:
> UE4Editor-CoreUObject-Win64-Debug.dll!FUObjectAnnotationSparseSearchable<FUniqueObjectGuid,1>::AddAnnotation(const UObjectBase * Object, FUniqueObjectGuid Annotation) Line 303 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FLazyObjectPtr::PossiblySerializeObjectGuid( * Object, FArchive & Ar) Line 142 C++
UE4Editor-CoreUObject-Win64-Debug.dll!::Serialize(FArchive & Ar) Line 958 C++
UE4Editor-Engine-Win64-Debug.dll!UActorComponent::Serialize(FArchive & Ar) Line 1627 C++
UE4Editor-Engine-Win64-Debug.dll!USceneComponent::Serialize(FArchive & Ar) Line 1809 C++
UE4Editor-Engine-Win64-Debug.dll!UPrimitiveComponent::Serialize(FArchive & Ar) Line 586 C++
UE4Editor-Landscape-Win64-Debug.dll!ULandscapeHeightfieldCollisionComponent::Serialize(FArchive & Ar) Line 1247 C++
UE4Editor-CoreUObject-Win64-Debug.dll!StaticDuplicateObjectEx(FObjectDuplicationParameters & Parameters) Line 1823 C++
UE4Editor-CoreUObject-Win64-Debug.dll!StaticDuplicateObject(const * SourceObject, * DestOuter, const FName DestName, EObjectFlags FlagMask, UClass * DestClass, EDuplicateForPie DuplicateForPIE, EInternalObjectFlags InternalFlagsMask) Line 1716 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::CreatePIEWorldByDuplication(FWorldContext & WorldContext, UWorld * InWorld, FString & PlayWorldMapName) Line 3534 C++
UE4Editor-Engine-Win64-Debug.dll!UGameInstance::InitializePIE(bool bAnyBlueprintErrors, int PIEInstance, bool bRunAsDedicated) Line 158 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::CreatePIEGameInstance(int PIEInstance, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode, bool bRunAsDedicated, float PIEStartTime) Line 2730 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::PlayInEditor(UWorld * InWorld, bool bInSimulateInEditor) Line 2324 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 1100 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1251 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 370 C++
UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 2643 C++
…
TAnnotation ExistingAnnotation = this->GetAnnotation(Object);
if (!Annotation.IsDefault())
{
int32 NumExistingRemoved = InverseAnnotationMap.Remove(ExistingAnnotation);
checkSlow(NumExistingRemoved == 0);
}
I’ll feel like an idiot if this is an issue on my end… but this code has been running fine since 4.9 - i think child actor constructors are not running correctly on mapload
https://.com/watch?v=4jfW_fLHTg0
related answer hub - https://answers.unrealengine/questions/398038/411-cooking-failure.html
this issue has already been identified and UE-29007 was created - https://answers.unrealengine/questions/397684/child-actor-function-doesnt-work-after-editor-rest.html
[=v.s.;507077]
Hi. I have a crash (assert failed) at Play in PIE (Debug Editor) from any landscape height field collision component.
There is a callstack:
}
[/]
Hi v.s.,
Please post any bugs or crashes you come across on the AnswerHub in the Bug Reports section with any repro steps, call stack, logs, and other helpful information to reproduce the bug. Once posted we can assign to one of the support staff to investigated.
You can follow the link in my signature for how to report a bug if needed.
Thank you!
[= ;506699]
Hi and hcenteno. Can you provide a link to an Answerhub post where the issue you are experiencing is described in detail? Thanks
[/]
I think this is related toanswers.unrealengine/questions/397684/child-actor-function-doesnt-work-after-editor-rest.html
Is it normal that my editor crashes just by deforming a landscape?
I keep getting this error in my logs when that happens:
[]
[2016.04.06-18.07.21:947][493]LogWindows:Error: === Critical error: ===Assertion failed: (Index >= 0) & (Index < ArrayNum) [File D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Containers\Array.h] [Line: 785]
Array index out of bounds: -58 from an array of size 11
[/]
Which I’m assuming it’s what’s causing the error, but I only create a landscape and deform it a little bit. It shouldn’t really be crashing just for that.
Hi Keytotruth,
Please report any crashes or bugs on the AnswerHub in the Bug Reports section. The forums isn’t the best place to track and follow up with any crashes or bugs being reported.
Please include the full call stack, logs, and any repro steps to reproduce this crash.
Thank you!
Question to developers:
Will you made for next version of UE4 the launcher for Linux? For example Unity’s launcher working under , it’s works perfect, without problems.
Why you don’t want to create launcher for in same way, like Unity already does?
[=BlinCT;507869]
Question to developers:
Will you made for next version of UE4 the launcher for Linux? For example Unity’s launcher working under , it’s works perfect, without problems.
Why you don’t want to create launcher for in same way, like Unity already does?
[/]
Perhaps because there are only so many developers ( as: programmers) at Epic and they have Fortnight and Paragon in works (and UT most likely), besides supporting paid licensees and keep working on the engine that already requires maintenance for many platforms. So technically launcher isn’t essential for development, it’s a low priority. There are a lot more functional things to be fixed / implemented.
Why don’t you use WINE to use Windows launcher to download content ?
UPDATE!
The 4.11.1 Hotfix is now live! It updates the Oculus SDK to 1.3, and resolves a number of significant issues.
If you experience a bug with the 4.11.1 Hotfix, please remember to log a bug report for the issue on the UE4 AnswerHub to the Bug Reports section.
Fixed in 4.11.1
Updated! UEBP-140 Oculus Integration 1.3 SDK, automation features, adapter support
Fixed! UE-28961 UnrealLightMass fails to compile with VS2015 Update 2
Fixed! UE-29031 Unable to connect to SSL Perforce Server
Fixed! UE-28933 GarbageCollection crash using IWCE
Fixed! UE-28992 [CrashReport] Crash When Enabling Capsule Direct Shadows on a Skeletal Mesh
Fixed! UE-29005 [CrashReport] UE4Editor_CoreUObject!FGCCollector::HandleObjectReferences() [garbagecollection.cpp:586]
Fixed! UE-29012 Crash attempting to open blueprints with make nodes of missing structures made prior to 4.11
Fixed! UE-28954 PSVR Using Old Tracking Data
Fixed! UE-29080 GearVR - project unexpectedly closes on launch
Fixed! UE-29108 GearVR vrplatlib.jar staging logic is backward