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Unreal Engine 4.11 Preview

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.

after install 10.11 previev1(2) in my vehicle BP when i press compile button- editor go crash (without feedback/report window), also my vehicle start lag when i drive it

Is there a way to get custom actor properties to properly show up as usable in Sequencer? Absolutely none of our custom actor or component properties show up. They are all exposed for BP and usable there, but not working in the new Sequencer.

I hope this is supported with documentation coming later? If it isn’t supported, well um please do? This is rather important :slight_smile:

EDIT:

Adding “Interp” to the UPROPERTY defintion will make the property show up in Sequencer, but selecting the property will not create a track. Still digging.

FURTHER EDIT:

Interp does work on some properties. It appears that Sequencer supports floats, but not ints? I haven’t tried other data types yet.

Ok so it appears that Sequencer has built in support for the following property types: bool, byte, color, float, and vector. Presumably you can code up support for other types, but I am still trying to figure out how that would work. On the one hand I can udnerstand the lack of support for an int type since interpolation isn’t as cut and dry, but it is doable and something we need so I will be digging into this some more.

Bummer. If this remains, I simply cannot use 4.11.

Hi Spyro and KVogler,

Was this reported on AnswerHub in the Bug Reports section? I just did a quick test by creating a material instance and I’m not seeing a crash on my end. Any repro steps, call stack, logs, or other details to recreate this would be helpful to make sure this gets addressed.

Thank you!

Tim

I havent reported it to AnswerHub as I thought it might be covered by the open ticket already…

Here is a short demonstration of the effect. I can reliably reproduce this behavior.
At first glance I was able to sort of create a material instance struct member as well, but then again not. The error is somewhat peculiar.
I made a short video demonstrating the issue (before writing a whole wall of text).

https://youtu.be/RxOEalRxuyk

It shows you a couple of crashes. Sometimes when the member is added, sometimes when a value is assigned. sometimes just by closing and reopening the struct editor panel.

If you need any more info (like the project files, etc.) let me know :slight_smile:

Thanks for looking into this.
Cheers,
Klaus