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Unreal Engine 4.11 Preview

Here’s the crash report on AnswerHub. Thanks !

I never had issues upgrading from preview to stable builds, so I guess that’s safe.

Hi Saah88,

Sorry for any confusion this may have caused, but it looks like the fix version has been shifted to the future release of 4.12 to be looked into for a fix. This would explain why you’re not seeing it in the 4.11 known issues list any longer.

Sorry for posting again, but just wanted to get my question out there again: On the roadmap, it says that lighting channels have some serious performance implications, and should be considered cinematics only. This was written a year ago, so I just wanted to quickly check if this is still going to be the case?

**Possible bug ** on terrain flickering with tessellation enabled and height map values above 10 in my case, I know this has been reported before but I was wondering since it hasn’t yet been addressed in 4.11?

Perhaps I missed a solution but i looked everywhere!

Previous reports here:

https://answers.unrealengine.com/questions/190390/flickering-material-on-landscape.html

Edit - I have noticed that there are posts mentioning that I shouldn’t use tessellation on landscapes? I don’t know if this still applies.

even i am interested about this because of distance flickering when ground is tessellated

Okay Managed to come around it by not scaling the landscape and instead using “manage component” to add resolution tothe after I created it. I’m not sure if it was a good idea to scale terrain but I wont be doing it anymore just in case, even thought Unreal Documentation mentions scaling.

Regarding Flickering, that has to do with your material setup, you can do a few tricks there consider this:

Also make sure to have “Max displacement” in your material set to 100 no matter what took me hours to find out what the camera edge artifact was all about.

Hope this helps.

Hi All,
I’m trying to test on Apple TV, it did not work (prew 1-7). I have all set up. (Apple cert/profiles/DeviceID TV/AppID/ for TV in Dev Member central , In UE 4 all is Green, cert/profiles/bundle name, Apple TV as target platform)

When cooking from editor,

  1. Mobile Device ‘TV’ connected - OK
  2. Transferring IPA to device ‘TV’ - OK
  3. Installing IPA on device ‘TV’ - OK

at end shows “PackagingResults:Error: Error Deployment failed! Unknown Error”

where could I make a mistake?

Thanks

Win 8.1, PC, Apple TV 2015, UE4 4.11. p 1-7

PS: sorry for my english

hi, in 4.11p1-7 my vehicles start lagging(visually this looks like a lags in games via bad internet, when one player drive a vehicle and another gunner… ) when i drive them… first i think this a 4.11p1 but now im in 4.11p7 and i still have this problem, now I start worried about final release of 4.11, maybe Epic change something in vehicles? also i try recreate new simple car in maya and then import it in ue in standard vehicle example and i also have a little lags(not big like in my advanced suspension car but i have it) so maybe some one else saw this in yours projects?

Thanks but setting to 100 wont help, i use DR_TESS_LAND01 ground tessellation. Selecting ground helps and until it is selected then no light flashes, this is temporary workaround.

Just an advise, when you finally release 4.11, can you include a list of “known issue” including any fixes in 4.12 or internal but not fixed in 4.11?

I am using preview 6.

After doing a Full Rebuild of multiple sub levels (20 or more) in a Large Map using World Composition, I cannot save the maps, the editor hangs at ‘Updating File(s)Source Control Status’ dialogue, and doesn’t save the map files.

These same maps save extremely fast and and do not get this source control message when saved at any other time. We are using Perforce. I can re-open the level and save them all if I don’t rebuild the map first. Building each map individually also works, as does doing 4 or 5 at a time, there seems to be a threshold of of actors or maps getting rebuilt in one go, after which they cannot be saved.

  • EDIT - After turning off Source Control, I have the same problem saving maps after more than 20 have been rebuilt. The editor hangs on ‘Saving Map - name’ dialogue instead of the source control dialogue.

I have also tried with rebuilding combinations different sub levels, there is not one specific map that won’t save after being rebuild, it just seems to be the number of them.

Hi everyone,

With so many different conversations occurring in this forum thread, Epic Games cannot adequately follow up on bug reports here. Please remember to follow our guidelines and report all bugs to the Bug Reports section of the UE4 Answerhub. Our support staff will be able to individually investigate there and work with you on confirming the reproduction steps.

Thank you.

There appears to be a **very **major issue introduced with the FText LOCTEXT Macro. No idea why or how this is even possible:

https://answers.unrealengine.com/questions/388117/loctext-namespace-issues-in-411.html

shader complexity view no longer seems to take into account particles - this is pretty bad, i used to use it a lot for keeping track of overdraw.

I tried the new hair shader yesterday and HOLY COW, thanks Epic. The results I’m getting are amazing and it’s so easy to set up! Can’t wait for the stable version so I can migrate my project :slight_smile:

So, are you going for preview 69???

We shouldn’t be impatient about UE4 releases. I’d rather have the release after Preview 15 in April, than a buggy 4.11 release next week.

As far as I’m concerned, Preview 7 broke our game, so I’m completely fine with a lengthy QA phase.

So my game is fully dynamic meaning I don’t have the option of baking any lighting due to a lot of overlapping lights or changes… So converting all my spotlights from csm shadows to distance field would be cheaper? But what I don’t get is if there a way to force distance shadows on all performance settings or to default a light to csm if distance fields are turned off…

As a follow-up on engine stability :

We’re having two huge, game breaking regressions in Preview 7, that we don’t have in Preview 6. Both of them are physics-related.

Did anything major change for physics between Preview 6 and Preview 7 ? Preview 6 was all fun and games, but this latest one is completely broken.

Is anybody having issues with Hot-Reload in Preview 7? Every 1/4 times I perform a hot reload, I try to hit PIE and all I actually get is an infinite loop of the following as logspam. I actually have to stop the debugger or I’ll be stuck there forever.



[2016.03.15-10.47.56:505][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
[2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
[2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
[2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
[2016.03.15-10.47.56:506][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
[2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
[2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
[2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
[2016.03.15-10.47.56:506][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
[2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
[2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
[2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
[2016.03.15-10.47.56:506][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'


Doesn’t seem to just effect this actor either, seems to pick different classes at random. The actor in question in this case exists in the level so it’s already instantiated, and I do manually call RegisterComponent. Possibly not supposed to do something here?



void AGESGame_Orrery::PostInitializeComponents()
{
	Super::PostInitializeComponents();

	TorusSplinePoints.SetNum(NumTorusPoints);
	TorusSplinePositions.SetNumZeroed(NumTorusPoints);
	PreviewSplinePositions.SetNumZeroed(NumPreviewPoints);

	TorusSpline->SetSplineWorldPoints(TorusSplinePositions);

	// Create all points for the Orbit Torus
	UWorld* CompWorld = GetWorld();
	if (OrbitTorusMesh != nullptr)
	{
		for (int32 i = 0; i < NumTorusPoints; i++)
		{
			USplineMeshComponent* NewMeshComp = NewObject<USplineMeshComponent>(this);
			if (NewMeshComp)
			{
				NewMeshComp->RegisterComponent();
				NewMeshComp->SetMobility(EComponentMobility::Movable);
				NewMeshComp->SetAbsolute(true, true, true);
				NewMeshComp->SetStaticMesh(OrbitTorusMesh);
				NewMeshComp->SetCollisionResponseToAllChannels(ECR_Ignore);
				NewMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
				
				TorusSplinePoints* = NewMeshComp;
			}
		}
	}

	// Set the World Orrery Object (early as possible)
	if (GetWorld() && GetWorld()->IsGameWorld())
	{
		UGMM::GetGMM(this)->WorldOrrery = this;
	}
}


I would probably struggle to reproduce this in a blank C++ project so before I spend a few hours trying to make a repro, can someone test hot reload a bit?

In general though, I am experiencing considerably less stability in 4.11 than 4.10. 4.10 was a really solid release for me.