Unreal Engine 4.10 Preview

as these threads often become fast Q and A I’ll go with the flow…

are there plans to allow Multiple PhysicalMaterials per object (coming from the material) ?, i.e. for procedural landscape materials and other large’ish ‘composite’ objects

Any chance we’ll see more of Niagara this version?

I very much second both of these and add some more on top: Will we (either 4.10 or even ever) see support for smooth SpeedTree LOD transitions? Additionally, can we get a scale min / max property on landscape grass?

Awesome, I’ve been waiting for the visual studio 2015 move.

Thanks for the great work!

When building for Android/GearVR, i get the following error. Android SDK was updated to the latest version with the SDK manager.

MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: BUILD FAILED
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: D:\NVPACK\android-sdk-windows	ools\ant\build.xml:716: The following error occurred while executing this line:
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: D:\NVPACK\android-sdk-windows	ools\ant\build.xml:730: Compile failed; see the compiler error output for details.
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: 
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: Total time: 6 seconds
MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: UnrealBuildTool Exception: ERROR: cmd.exe failed with args /c "D:/NVPACK/apache-ant-1.8.2/bin/ant.bat" debug
MainFrameActions: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 82,0144055s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Android (ETC2)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): D:\Development\UE4\Unreal Engine\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe GearVRGame Android Development  "D:\Development\Neuer Ordner\GearVRGame\GearVRGame.uproject"  -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2015.10.14-19.07.48.txt' 
MainFrameActions: Packaging (Android (ETC2)): Stacktrace:    bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Di
MainFrameActions: Packaging (Android (ETC2)): ctionary`2 EnvVars)
MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Android (ETC2)):    bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Android (ETC2)):    bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)):    bei BuildCommand.Execute()
MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (ETC2)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Android (ETC2)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ETC2)): copying UAT log files...
MainFrameActions: Packaging (Android (ETC2)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

Sequencer preview? I’m there!

While attempting to build a level with landscape in 4.10 with the 3rd person blueprint template, I got this message

UnrealLightmass.exe - system error
The program can’t start because VCRUNTIME140.dll is missing from your computer. Try reinstalling the program to fix this problem.


Please submit an AnswerHub with the full logs attached as a .txt file and we will be more than happy to assist you further with this build failure.


Hi Demolition Man,

Do you have Visual Studio 2015 installed? The VS 2015 Redistributes are required for Lightmass building in 4.10. Please update to VS 2015 or install the 2015 Redistribute (located below) and let me know if this fixes the error you are seeing. If not, please post this to the answerhub in the bug reports section (link in signature) so I can assist you more in depth.

Edit: The specific Redistribute needed can be found here if you do not have VS 2015 installed. If you have 2015 installed, do not install this redistribute.

I do think that it is great, but I hate to see that 4.10 preview is being introduced so soon when there are tons of bugs that I have reported since 4.8 that still aren’t fixed in hotfixes :frowning:

I hope they release a bit more hotfixes for 4.10 so that it will get more and quite stable until it’s 4.10.20 and no more bug remaining :cool:

They said

And that will surely not be the case with 4.10.0 because as you said there are still a lot of bugs so I hope for a lot of hotfixes :slight_smile:

When Microsoft will release a integration plugin for VS2015 like they did for Unity?

nice decision focus that version on bug fixes!

I have to install visual studio 2015 now? Is there a reason for that change? Don’t like it.

Great, 4.10 is a good number for a rock-solid stable release :slight_smile:

Is there any more information about this? Like how does it work, etc.?

@sarfios Here, some info from previous posts:

Is 4.10 preview loading very slow for someone else too? Getting ~2x loadtime. Thought my 16gb ram just wasnt enough (was constantly reaching full memory use), but now after installing win10 (and getting 24gb) its still very slow to load. I have 12000 actors, around 1-2million foliage meshes and 2x2km^2 map. Just to compare. Else superb engine and nice to see so many updates, cant stop being over excited. :wink:

Nice. I had to workaround this by getting all the child widgets and checking for widget class type so I could set the checkbox states manually. Good to know I can remove that now :slight_smile:

Thanks, hope won’t get its way on my C SSD, because no space there :stuck_out_tongue:

Is there any posibilty of scene render capture - to be able to capture wireframe, and unlit (as in UDK) I put in a request for this in 4.6 and many others have also mentioned this.

PLEASE Epic, add support for this, its vital for our project. thanks :slight_smile:

If you could give more information regarding the Landscape Mirror Tool that’d be great.