4.15 Released!

I have tracked down potential reason of lightmap sharing with static mesh lods problems with 4.15.
https://github.com/EpicGames/UnrealEngine/commit/2e362536a6eee81a5ea81b142ac56a8b701466d6

Hope to get some official reply on this because it is really a deal breaker for 4.15…I’ve never experienced such loooong rebuild times before.

It’s also causing memory issues which is causing crashing at mobile for us. Also just the LOD’s popping is deal breaker.

Hello, tried 4.15 and discovered a rendering issue: SeparateTranslucency does not work in VR anymore, right eye gets full res translucency on top without depth test. Any help?

Aurelien

Does the crash you are getting look generally like this one? Unreal Engine Issues and Bug Tracker (UE-40773)

If so, as a workaround, try disabling real-time thumbnails (discussed here)

We are looking into the report of the lightmap sharing issue and will follow-up on the Answerhub post.

I’m not aware of any known issue with this. If you believe there is a bug, please follow the link in my signature to report it.

Cheers

I have not yet upgraded to 4.15 so I cannot give you the correct script but you may download UE4 Vehicle C++ template and start the check from there.

Issue occurs with r.SeparateTranslucency = 1 and r.SeparateTranslucencyScreenPercentage < 100
on left eye rendering is ok
on right eye rendering is broken

Bug reported:

I posted a screenshot with r.SeparateTranslucencyScreenPercentage=10 for clearer illustration

Cheers

not really, that was the one I was getting with all the 4.14 versions, that one seems to be gone now, this is something different. Next time it does it I will try to cap the screen, but I have been mashing the send and restart with each crash, so it should be showing up somewhere right?

Try re-saving all your enum files. If you’d look in Output log after engine launch, there’s lots of yellow complaining :wink:

Found it - the array memory is still capped at 64*1024

I’ve dug through the crash records and found the one that you are experiencing - Unreal Engine Issues and Bug Tracker (UE-40824)

It’s related to the one I posted previously. I suggest disabling real-time thumbnails if you haven’t already.

Cheers

Thanks I will give that a whirl!

This was a known issue from the previews that we could never repro internally, nor could anyone provide us with a broken case to debug. If you have a solid repro that you can share then please reply to that AnswerHub post.

Please help me Obiwan Kenobi, stuck on compile error.

‘HMODULE’ is undefined
‘LoadLibraryW’ is undefined

I tried to include so many windows libraries i lost count, and every time it got me into more trouble. Anyone has a clue? :confused:

The less amount of errors was by including winnt.h:
winnt.h(147): fatal error C1189: #error: “No Target Architecture”

But i should probably go with #include <windows.h>

EDIT: looks like i have to #include “MinWindows.h” everywhere, it did the trick, moving on, i still have tons of bugs :3

Btw, you should not use windows headers to load a library; UE4 can do that without windows types.

Héhé, I’ve just seen the commit Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names. #jira UE-42253 [CL 3316734 by Jamie Dale in 4.15 branch]

The Jira issue UE-42253 is not available, though…

Cheers!

Ok so I disabled realtime thumbnails, seems to of helped a lot, still getting random crashing though, nevertheless thanks for the help with the majority of them its at least “usable” now.

For some reason it gives me an error when converting from 4.14 to 4.15 (source)

… if I disable these lines it works, but it used to work fine in 4.14


I take back when I said, there are a huge many of headaches that continue with the engine, but I understand the scope and with the awesomeness and complexity things get tough. Keep up the great work, it keeps getting better and better!