Unreal Engine 4.10 Released!

I’ve actually hit that limit too, but with fewer types… although one of my types has 5-6 variations.

[=;436278]
I’ve actually hit that limit too, but with fewer types… although one of my types has 5-6 variations.
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Really annoying bug!(?)
Can we get a word from Epic on this?

The heavy suddent FPS drops sometimes crash nvidia driver too and close the editor. Very strange the issue appear also when not playing. Could be looking into some forest or house structure and suddently FPS drops to near 1 and stay around it often some 10sec before returning to smooth again (e.g ~50fps). Heard there is some win10 related leak. Cant wait to see it fixed if it helps. Else looking good. :slight_smile:

i7 5820K, 32Gt DDR2400, GTX780, SSD Samsung 950pro, Win10 64bit.

[=;436119]
There is still something wonky with grass. I can’t get past 10 grass types no matter what I do. Is there a limit on how many you can have? When I add the 10th grass type the first one disappears.
Would be swell if this could be increased, 10 is a bit limiting when making huge maps.
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Hi ,

I’ve attempted to reproduce this on my end, however I have not been able to thus far. Can you create an answerhub post in the bug reports section (link in signature) with steps that I can follow to reproduce this on my end?

[= ;437257]
Hi ,

I’ve attempted to reproduce this on my end, however I have not been able to thus far. Can you create an answerhub post in the bug reports section (link in signature) with steps that I can follow to reproduce this on my end?
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you goanswers.unrealengine.com/questions/346830/cant-use-more-than-9-grass-types.html

Thanks!

I can’t seem to get the visual 2015 to install properly, when I launch the installer through UE4, it brings up a dialog box (/help) about commandline switches to use instead of actually running the setup. Suggestions?
Pressing OK just closes the setup.

Seems like those my stutter issues are related to shadows. Getting normally 8ms-10ms hit from dynamic light shadows, but time to time those values get suddently many times bigger (also possible the basepass does). Had dynamic shadows disabled in editor for around hours while working in editor (not playing once). Then when I toggled those back the FPS went to 1 per ~3seconds. With shadows off the editor stays smooth and stable (over 50fps all the time), but with shadows there is clear performance leak going (fps is between 40 and 0,2, with same location and camera angle). Feels like the shadow system is leaking down very quick.

i7 5820K, 32Gt DDR2400, GTX780, Win10 64bit.

Edit: Checked it again. Suddently dynamic light shadows jumped to over 200ms and basepass to 40ms, without a reason.

Epic, you’re all being very quiet at the moment. Is it possible to give us an update on future 4.10 releases and / or the first 4.11 preview release date before Christmas kicks off?

[=;439778]
Epic, you’re all being very quiet at the moment. Is it possible to give us an update on future 4.10 releases and / or the first 4.11 preview release date before Christmas kicks off?
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The last twitch (yesterday) said that preview 1 of 4.11 is due next week. 4.10.1 was released a week ago, but github I see a 4.10.2… If you want up to date stuff, go to github…

this thread is amazing.

After adding more sounds and cues, I have noticed the play in editor loads slower (until I added delay before 6 cues are set in variable array in actor blueprint) and also when exiting the play, the editor sometimes freeze (need to force the editor shutdown). And this isnt the first time. Earlier in summer also added enviromental sounds which made the editor freeze or load when slow when clicking play. There is something strange with sound system. Else working smooth. Getting around 50fps all the time when playing in view port (Cant make it fullscreen without 1fps issue that was said to be most likely the win10 related leak).

Launch and package project is broken. It always fails cooking the files.

As strange thing - after adding “bleep blop audio exertions”-asset for the project. The starter content folder content stopped working. Also editor settings reseted to default.

[=;426120]
How is going with UE-21203?
I guess is not fixed prior 4.10, cos there are no way for my 100 meg project to consume 6 gig memory after 40mins of work in blueprints.
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so, how is that going?

[=;441540]
so, how is that going?
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Hi ,

The ticket looks to have been resolved in 4.11.

Thank you!

Yaaaaay

how long til 4.11 ?))

http://chat.sc2tv.ru/img/glory.png

[=;441794]
Yaaaaay

how long til 4.11 ?))

http://chat.sc2tv.ru/img/glory.png

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The Preview of 4.11 is available right now. (use it for testing, but not for development). The official release should be occurring in February.

I found out the distance field shadows are causing in this build heavy stutter if playing in full screen. With 720p window FPS might be 60, but when clicking to full screen 1080p it may get to 1 (stat fps). Sometimes can get to ~24 but I dont think the hit should be like that. With 4.9 didnt yet have issue (but had different CPU, motherboard and memory then). Comp i7 5820K, X99-A, 32Gt DDR2400, GTX780, Win10 64bit, SSD 950pro.

DFShadows: Dist 10000, Sun Angle 1, Trace Dist 10000 (also tried with 1000), Depth Scale 0.003

To add above post, I noticed there is shadder compiling going very often when playing in editor with distance field shadows enabled. When watching to certain direction it compiles. Then again it do the exact same thing when looking away and looking back again. Endless loop. What could be causing it. I have tried to add much lods and divided map to streaming levels but issue stays the same.

,

I think your problem is unique and probably the best way is to create a simple scene which reproduce your problem. And then create trouble ticket for UE staffs to look over it. It gets solved very fast this way (if there are repro steps).

I got rid of that issue finally by disabling “affect distance field lighting” in landscape components. Performance seem to be better too. Not perfect but heading to right direction. Still getting some strange loading after pressing play or switching to full screen. It takes some 5-20s time and suddently FPS gets from heavy stutter to smooth.

As new issue my staticmesh and blueprint actors have started rarely to share their lable names when duplicating them which cause crash when pressing play. Takes long sometimes to find those and map check dont give warning from them.

Edit: This time the duplicate actor had identical label name for child actor made in construct graph. Thats quite troubling issue. Bit worrying it will also cause random crashing during playing when actors are spawned.

[=;447533]
I got rid of that issue finally by disabling “affect distance field lighting” in landscape components. Performance seem to be better too. Not perfect but heading to right direction. Still getting some strange loading after pressing play or switching to full screen. It takes some 5-20s time and suddently FPS gets from heavy stutter to smooth.

As new issue my staticmesh and blueprint actors have started rarely to share their lable names when duplicating them which cause crash when pressing play. Takes long sometimes to find those and map check dont give warning from them.

Edit: This time the duplicate actor had identical label name for child actor made in construct graph. Thats quite troubling issue. Bit worrying it will also cause random crashing during playing when actors are spawned.
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Hi ,

Can you make sure to post this on AnswerHub in the Bug Reports section? This can make it much easier to track internally and to request any additional information if we need so we can get this reported and fixed more quickly.

Thank you!