Dear @Kalvothe , to sum up whats going on is a sentiment that 4.19 came to release with a severe regression that is not receiving the care it deserves. Please, get close with some dev and make sure this will not slip to further engine releases as it is, because it will greatly impact projects, meaning there will be probably no game or product being developed with this release, because it is unusable.
The hitching left aside, after upgrading a copy of blueprint draw to render target-based FFT water project from 4.18 to 4.19, I noticed almost 40% increased frame times.
Thanks for posting how your resolved your. Apparently yours one was unrelated.
There was a mix of things here and there within the thread, so I will post a brief recap of the. [HR][/HR]
**The: **Hitches on the rendering thread, progressively worsening with time, accompanied by a memory leak. Reliable.
Details: The buildup of hitches and rate of memory leak depends on performing certain actions. Buildup can take from hours to minutes, depending on actions and how often they are performed.
Full list of actions is unknown.
The actions include, but are not limited to:
*Drawing to a render target from blueprint. Reliable. *
**Areas affected: **Editor and packaged products, both dev and shipping configs. Reliable
**Versions affected: **4.19.0 and onward, launcher and source built. Reliable.
Systems affected: Including but questionably not limited to W7 and W10. Unreliable. At least two developers mentioned the same symptoms on iOS. Not enough linux devs around to conclude.
**Hardware affected: ** Nvidia cards with drivers newer than 385.69. Unreliable. At least two developers mentioned the same symptoms on mobile. Not enough machines with ATI cards around.
**Additional information: **
For those, who experience the and have Nvidia cards, rolling driver back to 385.69 seems to solve the. Reliable.
memreport does not account for memory leak anywhere, apart from process memory. Reliable. [HR][/HR]
Do correct me, if I omitted anything of importance or if you have something confirmed to add.
@
Maybe Epic is ignoring this because this threads title makes it (incorrectly) sound as if this would only be an with the editor, while it does actually appear same in packaged builds, which is obviously way worse since it means every player of a game is affected by it. I’d say you should create a new thread with a correct title and put that post you just did into there. Maybe that will finally make them pay some attention.
Agreed. My original spawn of this thread and example video etc. were my limited specific problem/symptoms, not the educated bigger picture causes and root of the issues everyone is having. A new thread with accurate title and current research provided is warranted.
You have a point. I actually used to have a thread about it with bug/regression tag, until I was pointed here.
On the other hand, if thread editor tag is sufficient enough to justify simply skipping a thread in feedback forum, that had been afloat for two months, linked to in a bug report, and mentioned while tagging community manager and project coordinator… nah. That would be just disrespectful not to skim through 10 pages.
Either the number of reports is too low, or the was looked into and the cause was not identified, or there is simply broken telephone all along.
I’m not developing any project of my own, just a contractor. Not affected by the directly, just one of those, advising on feasibility and risks of upgrading the project and doing a courtesy of bringing attention to, severity and scale of which was greatly underestimated. And I am stoned with the fact that nothing appears to be done to investigate it.
Bug reporting system depicting a bouncer instead of investigator will inevitably spirals towards reduction in number and quality of reports.
Thanks, that’s a good point. I have renamed the thread as: “4.19 & 4.20 Editor & Packaged Games Have Hangs/Hiccups Constantly”
That would fragment the discussion making it more difficult to get a proper response which from my experience as a mod it is highly beneficial for both us and them to keep the discussion in one place. We have somewhat hijacked this thread, apologies for that, but I think the discussions that have taken place in this thread could help Epic figure out the cause since people have been trying to troubleshoot along the way, which has been great, thank you guys!
Hi all,
I am experiencing exactly the same issues as the ones described in this thread using 4.19.2. The hitches worsen over the length of time the editor is left open. I’m going to try to rollback to 4.18 for now because 4.19.2 is unusable in both the sense of not being able to work inside the editor due to the hitches and the sense that building using this version would mean users would also experience these issues in game.
I am using Nvidia GTX 1060 with latest drivers.
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Not sure if you’re aware, but this post still has the [EDITOR] tag.
Just removed it, none of the prefixes really fit this thread. Thank you once again !
It’s nice to see everyone in the community working together to solve these types of problems, and I honestly expect at least one engineer to have responded with some acknowledgement of the.
Just gonna join the club of frustrated devs. I recently (2 weeks ago) upgraded to 4.19.2, and since then been working hard on features, only to gradually realize how screwed 4.19.2 really is. I’ve read through most of this thread, and my does actually maybe differ a bit from what the majority see, but nevertheless may well be related. I often see some errors as i describe in my answerhub question here: Performance BUG? Warning: Hitch on async loading of Texture2D - XR Development - Epic Developer Community Forums. As you can see from that post, i tested all on a packaged game, in VR which used to run flawlessly on 4.18.3. Im on an i7-4970, gtx1080ti,32gigabyte ram and plenty of hd. Latest drivers and tested with both Vive and Oculus. Same results. My game now and then comes to an almost halt with 1-2 secs of constant stutters, where i keep seeing these: Warning: Hitch on async loading of Texture2D lines in my log. When i run with stat startfile to profile the cause, it gets really bad, and almost nonstop hitches.
I wonder how many are affected by these hitch bugs? And if Epic Games are really aware of this? As i can see from some related bug-issues.
and Unreal Engine Issues and Bug Tracker (UE-58673)
it seems they’re either not resolved or set to be handled in 4.21… Does 4.21 even have a projected date?
I noticed that this https://forums.unrealengine.com/unre…e-4-20-preview seem to indicate that the following bug reports are scheduled for 4.20. If that’s true, then it’s good news:
UMaterialBillboardComponent Memory Leak and Hitching (Unreal 4.19.2 + 4.19.1) Unreal Engine Issues and Bug Tracker (UE-58673)
Extreme hitching when using profile command (stat startfile) + other stat commands Unreal Engine Issues and Bug Tracker (UE-57976)
Particle Mesh Emitters Cause Heavy FPS Stutter Unreal Engine Issues and Bug Tracker (UE-58676)
Hey guys, just noticed a new added to the tracker, vote this one up!! It’s the most relevant bug report to this thread, and this thread was linked to the bug report.
UE-60787 - Performance drop when calling draw to render target
None of those is marked as Fix 4.20 unfortunately.
Nice! And there actually is a link to this thread on there:
Which is a direct link to Deathreys summary post in here, which I linked in the 4.20 preview thread, so I assume thats where they saw it and entered the: https://forums.unrealengine.com/unre…39#post1491039
Oh you’re right. Ok now it makes sense why they removed the link, good catch
I was wrong, very wrong, today a single blueprint with a HISM component with a bunch of instances (34) eated 50% of my ram
Hey all,
I chatted with the team on this(60787) today and they are aiming for a fix in 4.20 - I am not confirming that it will go into 4.20, but that is the current target. As for 57557, it could not be reproduced internally, so if you have more to that please be sure to share!
Sorry for the delay, we’ve been on the road the past few weeks!
Thanks,
~
Hey folks,
I’m a little late to the party here but I just wanted to chime in to say that we are looking at this. Specifically the hitching in Deathreys’s project. I confirm on my machine that it is indeed ‘leaking like a colander’ in 4.20. Based on initial investigation it has something to do with the switch to Manual Vertex Fetch style rendering and subsequent changes to canvas rendering (which the ‘RenderMaterialToRenderTarget’ function uses. I’ll update you guys when we know more about how pervasive the underlying problem is. Thanks for the good data in this thread and your patience.
Would you also want to test our iOs project? I have tried to pin point problem for last two month without results. Basically it’s something with rendering thread. 4.20 introduced lot of optimizations but performance is still worse than with 4.18.
,
As far as the original 57557 goes - not sure what to say or add. Adding those mesh particles as described brings my project/editor to it’s knees with the timed hang/stutter - at least it did a few weeks ago when I stopped using/testing 4.19 and went back to 4.18. The more you add the worse it gets, but the effect is there with only a couple just more subtle. It seems to not be related specifically to those Epic Shooter mesh particles, but to mesh particles in general as others have reported.
No problem/symptoms in 4.18, 4.19 adds the crippling stutter, I spent three days trying to find the cause of my project hanging stuttering so badly and those particles were the undeniable culprit. I included a simple demo scene, made a video with a link with the bug submission. I have a 4ghz+ i7, 24gb ram, GTX980, all pretty irrelevant since it happens with the tiny demo scene simply containing the particles I included with the bug report and others verified same results.
If all your internal PC’s don’t reproduce the problem after letting the editor run 15 minutes, I don’t know what special sauce you might have to prevent the problem. Or if some extremely recent driver update changed something, or if you are all running Quadro’s and the $2k special sauce drivers prevent the problem. That’s all I got! Cheers.