After updating to 4.11 (using the latest on Github) I noticed a much larger performance loss when using it. Without changing any settings or anything we now loose about 25-30 fps to , back in 4.10 without using any other settings it cost us about 5 or so. Any idea why might be?
I’m wondering if some of the other reported issues could be causing frame rate problems, so can I ask if you are having any other noticeable problems (e.g. the ones mentioned by the above users) or is it just the performance drop?
Hi, thank you!
I also get the error described by when trying to edit the sequencer. I’m not sure if I get any of the other things he described, I’ll check when I get a . It seems like the fps drop is as high as 40 frames, used to be just 5-10 and I haven’t touched the sequencer or any settings since switching to 4.11
With regards to the Qt5Core.dll error, could anyone affected let me know what files you see in the following folder: Engine\Binaries\ThirdParty\Simul\Win64. Additionally can I ask how you all installed the latest version – was it through the repo or through the installer on the Simul website?
Unfortunately there’s not too much we can do about the of rendering in non-level viewports. We are aware of and has spoken to Epic but quite simply, the engine doesn’t currently provide what we need to differentiate adequately between viewports when inserting into the pipeline. So it could be a while until is fixed; hopefully it doesn’t cause anyone too much inconvenience.
As for any other issues mentioned, we are working on them.
's my folder, installed via repo, merged your 4.11 branch into my own repo back when I first reported the.
Regarding the viewport differentiation… you guys just need a way for the viewport to tell you if it’s the main game viewport? What class is the viewport that you use, I might be able to whip up a pull request for Epic.
That is very odd – you clearly have the dll. In our experience these errors will usually just go away with future editions so we’ll probably have to put below some higher priority issues, as it doesn’t seem to be causing anything major (missing dll should stop you from opening the sequencer, so if you’re still able to open the sequencer then it won’t be causing any other problems).
from my side about the dll error:
I installed from the plugin installer from the Simul website
I will show you my files on the folder later today when I get home
but I agree is just a small annoyance and other things are more important to have fixed
I would suspect you also have the dll so I wouldn’t worry about posting a screen or anything
Almost certainly not. It should only stop the sequencer from loading but as it does load I wouldn’t worry about that error.
We are looking into the frame rate issues though. If possible it’d be interesting to know if you get these problems in UE4.10 using the current 4.10 version as it could be that it wasn’t the switch from 4.10 to 4.11 specifically, but rather that to use the 4.11 branch you’ve updated to a more recent version of (in which the problem actually is)? However I understand if that’s a bit of a pain for you to test.
EDIT: I have been testing and I am noticing a frame rate difference between 4.10 and 4.11, but more in the region of 10-15fps. Regardless that’s not great so we will try and figure out what’s caused !
I use version UE 4.11.1 and the plugin UE4 Plugin _4.11.0_4.0.3.337.
is my problem: after compiling the game in full screen resolution of 1920x1080 the water becomes invisible.
happens to me as well. Although It did happen back in 4.10 as well and in the editor, I haven’t tried compiling and it happens both in full screen and not.
And do the water materials in question alter opacity (in their blueprints)?
Thanks
If possible it might be worth giving the profiler a go. will provide detailed output on the processes in . You can enable it as an overlay or more usefully, in blueprint use the GetProfilingText function (you’ll want to set CPU/GPU levels to at least 7) and print to your output log. is useful for comparing between the two versions to see where any decrease in computational efficiency is coming from. Again though I understand if that’s a bit of a pain, I just thought I’d make you aware of in case you weren’t already.
Using OceanProject as water. It reads the opacity value in BP, but it doesnt alter it, as I can see. Water working fine in editor and in my minimap, but not in the landscape as you see on the screenshot.
Try using the trueSKYTransparencyModifier function in the material’s blueprint, as explained (under Transparency).
should generally be done with transparent materials, but I know we have issues at the moment with certain transparent water systems, so if it doesn’t help then let me know.
I have problem with sequencer. I can’t start sequencer GUI on 3 different computers. is installed with installer from your website. I’m using 4.11.1 UE4 version.
When I’m double click on sequencer asset nothing happens and in UE4 Output window I get error: Failed to load …/…/…/Engine/Binaries/ThirdParty/Simul/Win64/TrueSkyUI_MD.dll for ui.