4.15 Released!

I have the same issue where the editor crash a whole lot when opening animation/skeleton stuff but the funny thing is when I’m using the Robo Recall UE editor for animation stuff, it never crashed.

Hi ddbrown30.

Stay tuned for a news post on the UDN for those with P4 access. We’ve changed the process a little, and I’ll communicate that out as soon as the release in P4 is updated.

Cheers

In the release notes it says:

Changed the minimum supported macOS version setting in Info.plists to 10.11.6.

However, when I build my game (Development) on 10.11.6, I get this link error:

Which makes me think the minimum platform is actually 10.12 ?

Where do I go to Download 4.15? I’ve looked everywhere on the website and I still have version 4.14.3.

Hey QueazyWhisper48! You can download the latest engine version by opening up the Epic Games launcher [search Epic Games Launcher in your start menu] > click on ‘Library’ on the left > click “Add Versions” on the top. :slight_smile:

Could we skip the process change during a point release? I was looking forward to a quick sync on UE4-QA as we have for 15 major and ?? point releases; and I am sure most devs that fetch this way would agree…

Not trying to be lazy, but this just induced an army worth of 3-way diffs for no reason.

Just quoting myself, to say that in v4.15.1 this crashing I am having is just as bad as it has been since v4.14 forward, all version beyond 4.13.2 are nothing but a crash fest for me that video shows what its like…back to 4.13.2 again it seems that will be the only version I will be able to use from here on out :((

You are experiencing this crash, which we are actively investigating: Unreal Engine Issues and Bug Tracker (UE-42280)

For the above crash, it is not surprising that the Robo Recall Editor doesn’t crash, because it uses the new Forward Renderer, which has been identified as a potential workaround for this issue (but be aware the Forward Renderer may not be ideal to use depending on the project you are developing).

Thanks for the reply…lesigh this bug is getting old and on my last nerve…

Not sure if this is a new feature or not, but I just noticed there’s now a ‘single instance mode’ in the foliage editor. Just wanted to say you guys are awesome and it’s like you read my mind with these updates. Thanks Epic!

Great work on the hotfix! Cheers! :cool:

Fixed! UE-42368 Find Sessions Consistently Returning Results Length of 0

This hasn’t been fixed ether that or the Dev testing it just flagged it as fixed because he never tested the issue out on a packaged project, the issue wasn’t visible when testing within the editor.

Updated to 4.15.1 yesterday, everything seems tight.

Hi OverRated_AU.

UE-42368 was fixed by an engineer, tested internally and verified that the reported issue was resolved for the reproduction steps that we had. I see that you have responded on the original Answerhub post (Networking session bug(?) empty results with 4.15 - Multiplayer & Networking - Epic Developer Community Forums) and we will follow-up there.

Cheers

Thanks .

[MENTION=9] Ellis[/MENTION] Are you already aware of any engine startup crashes like this one which started to happen in 4.15 on AMD (with possibly older drivers) having the following callstack?:


Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x909005f3

FD3D11DynamicRHI::InitD3DDevice() [d:\unrealengine\engine\source\runtime\windows\d3d11rhi\private\windows\windowsd3d11device.cpp:1080]
RHIInit() [d:\unrealengine\engine\source\runtime\rhi\private\dynamicrhi.cpp:181]
FEngineLoop::PreInit() [d:\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:1644]
GuardedMain() [d:\unrealengine\engine\source\runtime\launch\private\launch.cpp:127]
GuardedMainWrapper() [d:\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:147]
WinMain() [d:\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32.dll!0x000000007745336A
ntdll.dll!0x0000000077B89902
ntdll.dll!0x0000000077B898D5
ntdll.dll!0x0000000077B898D5

Hi dgrieshofer.

I’m sorry to hear that your users are experiencing this, but no, unfortunately this is not a known issue to us. Our QA tests with AMD cards have not uncovered any issue, and I am not currently aware of any other developers reporting a similar issue.

It seems that your user’s crashes are being reported to our CrashReporter service. I’ve looked at a few, unfortunately they contain no callstack or source code reference on our end. This typically means that the crash is not occurring in the default engine code, but rather in custom code.

Cheers

Any update on when this will be complete? There are a couple fixes in there that we’re clamoring for.

Hi again!

It actually is and has been since Monday. Sorry, we’ve realized that the News posts on the UDN aren’t sending emails currently and we’re looking into that. Please see the post in the UE4 > News section on the UDN. If you have any other questions, please make a post on the UDN.

Cheers

Is there some documentation of how to correctly get hotfixes using the stream system?