4.16 Released!

Did you read above? Did you turn PCM off ?

Special Note
In 4.16 we enabled PCM for PhysX (their new contact generation algorithm). While this gives great performance improvements, we are still working with them to fix some final stability and jitter issues. As such we recommend turning PCM off if you experience jitter in your simulation. (Project Settings > Physics > Simulation > Enable PCM)*

I hope what you saw is due to bugs with PCM for PhysX and not Physics simulations completely broken otherwise a 4.16.3 hotfix should be released immediately to solve such a critical bug affecting most projects.

Hey DarkS474---- thanks for the Answer and Info about this!!

I didnt Read about this (after i disable PCM the Sphere reacts correct!!
THANKS!!

Apparently not fixed, exactly the same as before - the file timestamp has been updated with the hotfix, but it’s still invalid.

Can you guys just provide a download link for the API CHM file? 4.16 has been out over a month already.

There will be a 4.16.3 soon with PCM turned off by default:

https://github.com/EpicGames/UnrealEngine/commit/e130d26eea777c6b96ebf1a1ae70bbcead85af76

Come on people, the new reroute node was so much better to work with! :slight_smile:

I even made a gif of it at the 4.16 release day!

I was wondering if someone could look into why dithered lod transitions on HLOD merged meshes/textures dont work. If i set dithord lod on in the material instance it just makes the mesh invisible.

in 4.15 dithered lod worked as espected. It dithered the transition from seperate meshes to the merged mesh/texture/material… So why does it not work in 4.16??? Was hoping it was going to be fixed in 4.16.2 but so far no one has responded to my question on answer hub from a month ago…about it either…

This is probably the most insignificant issue I’ve ever had with Unreal… but I also much preferred the way it originally looked/felt in 4.16.

Was this intentionally reverted?

Fatal Error

Crashes on servertravel still happen in 4.16.2 using a blueprints only project.

201733-fatalerrorcrash.jpg

[2017.06.28-23.29.32:341][244]LogWindows:Error: === Critical error: ===
[2017.06.28-23.29.32:341][244]LogWindows:Error:
[2017.06.28-23.29.32:341][244]LogWindows:Error: Assertion failed: !Block.RawRequest && !Block.Processed && !Block.Raw && !Block.CPUWorkGraphEvent.GetReference() && !Block.ProcessedSize && !Block.RawSize && !Block.bCPUWorkIsComplete [File:H:\UnrealEngine-release\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3005]
[2017.06.28-23.29.32:341][244]LogWindows:Error:
[2017.06.28-23.29.32:341][244]LogWindows:Error:
[2017.06.28-23.29.32:341][244]LogWindows:Error:
[2017.06.28-23.29.32:341][244]LogWindows:Error: KERNELBASE.dll!0x00000000FCEE9E5D
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FOutputDeviceWindowsError::Serialize() [h:\unrealengine-release\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FOutputDevice::Logf__VA() [h:\unrealengine-release\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FDebug::AssertFailed() [h:\unrealengine-release\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FPakAsyncReadFileHandle::StartBlock() [h:\unrealengine-release\engine\source\runtime\pakfile\private\iplatformfilepak.cpp:3006]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FPakAsyncReadFileHandle::ReadRequest() [h:\unrealengine-release\engine\source\runtime\pakfile\private\iplatformfilepak.cpp:2981]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FArchiveAsync2::PrecacheInternal() [h:\unrealengine-release\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:7155]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FArchiveAsync2::Precache() [h:\unrealengine-release\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:7269]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FLinkerLoad::Preload() [h:\unrealengine-release\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3162]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FAsyncPackage::PreLoadObjects() [h:\unrealengine-release\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:5956]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FAsyncPackage::TickAsyncPackage() [h:\unrealengine-release\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:5331]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FAsyncLoadingThread::ProcessAsyncLoading() [h:\unrealengine-release\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4358]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FAsyncLoadingThread::TickAsyncThread() [h:\unrealengine-release\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4811]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FAsyncLoadingThread::TickAsyncLoading() [h:\unrealengine-release\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4569]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!ProcessAsyncLoading() [h:\unrealengine-release\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:6593]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!UWorld::Tick() [h:\unrealengine-release\engine\source\runtime\engine\private\leveltick.cpp:1310]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!UGameEngine::Tick() [h:\unrealengine-release\engine\source\runtime\engine\private\gameengine.cpp:1152]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!FEngineLoop::Tick() [h:\unrealengine-release\engine\source\runtime\launch\private\launchengineloop.cpp:3119]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!GuardedMain() [h:\unrealengine-release\engine\source\runtime\launch\private\launch.cpp:166]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!GuardedMainWrapper() [h:\unrealengine-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!WinMain() [h:\unrealengine-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
[2017.06.28-23.29.32:341][244]LogWindows:Error: Game.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
[2017.06.28-23.29.32:341][244]LogWindows:Error: kernel32.dll!0x0000000076C6652D
[2017.06.28-23.29.32:341][244]LogWindows:Error: ntdll.dll!0x0000000076E9C541
[2017.06.28-23.29.32:341][244]LogWindows:Error: ntdll.dll!0x0000000076E9C541
[2017.06.28-23.29.32:341][244]LogWindows:Error:
[2017.06.28-23.29.32:349][244]LogExit: Executing StaticShutdownAfterError
[2017.06.28-23.29.32:357][244]LogWindows: FPlatformMisc::RequestExit(1)

Insignificant ? I … don’t … even…

Btw, Oculus can’t validate APK for Gear VR - saying SDK is older than 1.0. That makes me wonder how on Earth could that happen that 4.16.2 basically got a lot of stuff pulled from older revisions.

You are correct. I spent a chunk of my day trying to figure out why my client-side actors have a delay before they do what they do. I press my aim button and my character takes a good second to play the ironsights animation.

IMO, the system needs to be much better before it is on by default.

Do anyone have solution for this? Invalid Reflection Captures - Programming & Scripting - Epic Developer Community Forums

Upon attempting to open a 4.15 project copy in 4.16.2 I get a ‘Failed to open descriptor file’ error. This is happening directly from the ‘open as a copy’ prompt and seems to indicate the only umap file. What is this and how can I resolve it?

Couple of new issues in 4.16.2

This one appears to be on Mac and Windows

Heya,

I’m making an android game and the APK is really huge. I checked the cook dir and for some reason the editor is including DefaultBloomKernel.uexp, while I have turned off “bloom” in project settings> render, and enabled “Exclude editor content when cooking” I also added it in PakBlacklist-Development.txt in the /build/Android map, but the file still appears in my cooked folder. I made a new project with 4.16.2 and migrated my project, but still it includes the file, even though it says the issue is fixed in the 4.16.2 hotfix… Am I doing something wrong?

I’ve replied to your post in the Android forum.

so good~ thx for the release!

thx for the release

Great job!! thanks for the release!

I see a lot of positive comments on here, but where do I get 4.16, please? I saw no download like for it. I just downloaded UE 4.12.5. Thanks for any help.

Where did you download 4.12.5? The place to download UE4 is the Epic Games Launcher, if you saw 4.12.5 there then you should have seen 4.16 in the same drop down menu:

https://puu.sh/wDyiW/dce2b98e93.png

Just click on the “Add Versions” button and select 4.16 there :slight_smile: