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Unreal Engine 4.11 Preview

I noticed the same thing.

A workaround is to use the bat file to generate and ultimately build the editor with VS2015. Then start the editor itself and via its open project menu the project. Next, from the File menu you choose “Refresh Visual Studio Project” and that generates the VS2015 project for your project as well.

edit: project, project, project, I think I missed a project in there lol.

But yeah, having a more differentiated way of choosing what should be generated on a uproject level would be a nice feature addition.

hey guys i have this

http://puu.sh/mxoDq.jpg

decal material and for some reason it looks like

http://puu.sh/mxohZ.jpg

after moved to 4.11.p2
how do i remove black ?

ok so far 2x bugs

  1. OSX build doesnt load the editor

  2. Particles dont display in the blueprint editor

hi there,
If isn’t a secret , DX12 will be fully integrated in this release 4.11 or we will wait until 4.12 :wink:
Thank

My previous comment is confirmed and AMD Crimson do not work for UE so anyone with shuttering should install old 15.7.1

I wonder why AMD is not fixed this as very critical hotfix.

Correct me if i am wrong but this might be UE-24826 ?

Is the Realtime viewport on?

Im getting problems with exponential height fog. Works in a water river material… but rest of the scene has no fog at all… with 4.11…

This is a known issue with the current Preview 1 and 2 release. A fix was submitted that I tested yesterday (Fri) where it has been resolved. This should be pushed out with the next preview release.

What is a PreCullTrianglesVolume? I see it as something added in 4.11.

Adding variables to a new struct bp, crash, seems randomly but frequent.

When i converted my project to 4.11, something weird happened. Im guessing every material that samples a texture as linear color… has instead been turned to just “color” which causes me errors. I have to go back to all of them and manually switch it all back to linear color.

Damnit… new problem. If i click the build button in unreal engine 4.11 it crashes the editor. Instantly… with the whole send a report a bug message and all that… I tried twice so far… both times instant crash. Sucks. Was looking forward to kicking off a light build to try out this new light build stuff you guys mention is twice as fast… but so far no luck.

“Assertion failed: SubActorMesh->HLODTreeIndex == 0 [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Editor\UnrealEd\Private\StaticLightingSystem\StaticLightingSystem.cpp] [Line: 779]
ERROR: HLODTreeIndex != 0 for ‘/Game/Maps/BathHouseResort_HLOD/Section_GuestRooms.Section_GuestRooms:PersistentLevel.FogSphere95.StaticMeshComponent0’ while processing LOD actor ‘LODActor_39’”

Yeah real time is on

Can someone from Epic confirm if the following JIRA issues have been resolved?

UE-24280 - Replication issue of actors placed in "always loaded" sublevels when seamless travel is enabled - UE4 AnswerHub
UE-24339 - Crash when connecting a Gear VR binary over the network as client & fix - UE4 AnswerHub
UE-24505 - (Auto) asset import breaks after opening an asynchronously loaded level - UE4 AnswerHub
UE-24880 - [Suggestion/Bugfix] Orthographic projection Oculus Rift canvas rendering - UE4 AnswerHub

Thanks in advance!

I’ve tried to reproduce this in a blank project I converted from 4.10 to 4.11 Preview 2, but I’m not able to reproduce the issue.

Can you post both of these issues on the AnswerHub and we’ll look into them and see if we can reproduce on our end to get them reported?

Thank you!

Hey guys! Just wanted to highlight this issue just in case it got missed over the weekend.

https://answers.unrealengine.com/questions/361128/411-preview-2-blueprints-failing-to-compile-resets.html

Thanks!

Hi NATO)_chrisjm,

Your issue has been assigned to one of the support staff to look into. Typically the support staff are not here on weekends, but rest assured it has been assigned and will be looked into soon. We’ll post more informtion on the AnswerHub post once we’ve reported the issue or if we need more information to proceed.

Thank you!

Tim

Thanks! It seemed like a really horrible bug so I wanted to make sure you guys knew about it asap :slight_smile:

Just tested the “Instanced Stereo” VR setting under Rendering project settings exporting to Android (ES2 -> development) and I see the following build failed error message:



MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.02.43:276]  0]LogTargetPlatformManager:Display: Building Assets For Android_ETC2
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:418]  0]LogShaderCompilers:Warning: 4 Shader compiler errors compiling WorldGridMaterial for platform GLSL_ES2:
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:419]  0]LogShaderCompilers:Warning: Engine/Shaders/DepthOnlyVertexShader.usf(89): Shader TDepthOnlyVS<false>, VF FParticleSpriteVertexFactory:
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:  error: 'View' undeclared
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:419]  0]LogShaderCompilers:Warning: Engine/Shaders/DepthOnlyVertexShader.usf(89): Shader TDepthOnlyVS<false>, VF FParticleSpriteVertexFactory:
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:  error: cannot assign value of type 'ViewDependentState' to type '': no implicit conversion allowed
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:419]  0]LogShaderCompilers:Warning: Engine/Shaders/PositionOnlyDepthVertexShader.usf(24): Shader TDepthOnlyVS<true>, VF FLocalVertexFactory:
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:  error: 'View' undeclared
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:419]  0]LogShaderCompilers:Warning: Engine/Shaders/PositionOnlyDepthVertexShader.usf(24): Shader TDepthOnlyVS<true>, VF FLocalVertexFactory:
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:  error: cannot assign value of type 'ViewDependentState' to type '': no implicit conversion allowed
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:419]  0]LogShaderCompilers:Warning:    Common.usf(894): warning: implicit truncation from 'vec3' to 'vec2'
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:419]  0]LogShaderCompilers:Warning:    DepthOnlyVertexShader.usf(89): error: 'View' undeclared
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:419]  0]LogShaderCompilers:Warning:    DepthOnlyVertexShader.usf(89): error: cannot assign value of type 'ViewDependentState' to type '': no implicit conversion allowed
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:420]  0]LogShaderCompilers:Warning:    PositionOnlyDepthVertexShader.usf(24): error: 'View' undeclared
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:420]  0]LogShaderCompilers:Warning:    PositionOnlyDepthVertexShader.usf(24): error: cannot assign value of type 'ViewDependentState' to type '': no implicit conversion allowed
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:421]  0]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:941]  0]LogOutputDevice:Error: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: begin: stack for UAT
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:941]  0]LogWindows:Error: === Critical error: ===
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: Fatal error: [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 1539] 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: Failed to compile default material /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial!
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: [2016.01.18-17.05.54:941]  0]LogOutputDevice:Error: 
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: end: stack for UAT
MainFrameActions: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 205.9321742s to run UE4Editor-Cmd.exe, ExitCode=3
MainFrameActions: Packaging (Android (ETC2)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.AutomationException: BUILD FAILED: Failed while running Cook for U:\UnrealEngine\MyProjects\stereoinst411test\stereoinst411test.uproject; see log C:\Users\aussieburger\AppData\Roaming\Unreal Engine\AutomationTool\Logs\U+UnrealEngine+Epic+Games+4.11\Cook-2016.01.18-18.06.06.txt
MainFrameActions: Packaging (Android (ETC2)):    at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters)
MainFrameActions: Packaging (Android (ETC2)):    at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)):    --- End of inner exception stack trace ---
MainFrameActions: Packaging (Android (ETC2)):    at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)):    at AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Android (ETC2)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Android (ETC2)):    at AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Android (ETC2)):    at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (ETC2)):    at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
MainFrameActions: Packaging (Android (ETC2)):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
MainFrameActions: Packaging (Android (ETC2)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ETC2)): copying UAT log files...
MainFrameActions: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure

known issue? This was testing with a totally blank new project with just a few spheres in it.
EDIT: I should mention it’s exported for GearVR

The Oculus audio plugin or sound sources using it make the editor crash, when exiting play in editor.