Unreal Engine 4.11 Preview

[=Skylonxe;488573]
Here is 4.11 issue with character mesh: Character mesh offset after calling crouch/uncrouch - Rendering - Epic Developer Community Forums

I had the same issue, but I also had made my own crouching code (that was very similar to the <4.10 implementations). What seems to have fixed it (if I remember right) was using GetMesh().SetRelativeLocation(NewLocation) instead of GetMesh().RelativeLocation.z = NewZ when correcting the Z of the CharacterMesh.

Don’t know if it’s intentional or a Bug.

[= ;488381]
Have you double checked your project settings to make sure that “Generate Distance Field Mesh” is enabled? I can say that I’ve used them in 4.11 without any issue. If that is still giving you issue, open a new project and make sure that you can enable in a blank or different project.

So, I figured it out… Quality Setting must be epic… It seems odd that if I marked a light to cast it that if anyone choose to not have epic settings they suddenly get no shadows period or distance field ao. Also is there a way to mass rebuild all distance fields? Also whats the cost of a spotlight with distance shadows vs normal?.. Is it cheaper to have distance shadow or cascade?

[=Toukichiro;488928]
So, I figured it out… Quality Setting must be epic… It seems odd that if I marked a light to cast it that if anyone choose to not have epic settings they suddenly get no shadows period or distance field ao. Also is there a way to mass rebuild all distance fields? Also whats the cost of a spotlight with distance shadows vs normal?.. Is it cheaper to have distance shadow or cascade?

Distance Fields are an SM5 feature and require Epic quality settings to work. Any lower setting will automatically disable them. Aside from brute force deleting the cache I’m not sure if there is a way using a console command to rebuild the distance fields, at least not off-hand. Distance fields are cheaper than CSM since they do not have to calculate every triangle within the attenuation radius regardless of how big it is on screen. You can see the the performance comparisons with CSM and DF’s in the Distance Field Soft Shadows documentation here: Distance Field Soft Shadows in Unreal Engine | Unreal Engine 5.1 Documentation

[=;488530]
That’s why you should never use a preview in production.

4.11 still needs some heavy bug fixing, it has to be stable when it comes out. Engine stability is one of the concerns for people switching to other engines.

I compiled the master branch from source a month ago which is 4.11 . Mistake on my part . But we could migrate the blueprints and level from the preview 4.11 to a stable 4.11 ? My issue concerning me is that swarm isnt working when trying to build lighting in the 4.11 which is compiled from source but it works in the stable 4.10.3 .

UPDATE!

We have just released Preview 7 for 4.11! Please view the Known Issues List on page 1 of this thread for the updated list of known issues.

Important Known Issue: UE-27673 - Mac crashes when building lighting. This is due to an Nvidia GPU driver bug on OSX 10.11.3 or earlier. The solution for this is to update to the OSX 10.11.4 beta.

Thank you for your continued help in testing the 4.11 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.
The official 4.11 Release is currently expected to occur around the end of March.

Note: OculusMobile SDK on 1.0. (Desktop still 0.8)

Cheers!

Fixed in Preview 7 - CL 2896623

Fixed! UE-25334 no longer working
Fixed! UE-27720 Cook failure; DoesPackageExist Failed ‘None’ not a standard filename
Fixed! UE-27403 CLONE - Assert on Debug Editor load attempting to Link() a particular BP class during serialization
Fixed! UE-27313 Crash compiling anim blueprint with a random sequence player node
Fixed! UE-27236 Translucent particles not being cleared from right eye on Morpheus
Fixed! UE-26414 Mac is missing .emscripten file necessary for packaging or launching onto HTML5
Fixed! UE-26573 Crash in FLazyObjectPtr::PossiblySerializeObjectGuid when undoing/redoing
Fixed! UE-24721 Hot Reload fails to take effect when compiled from Xcode
Fixed! UE-27424 Reimplement GC cluster fixes in 4.11 to fix memory leaks
Fixed! UE-27292 CL# 2858947 caused a when opening a BP in an existing project
Fixed! UE-27352 Blueprint_Mouse_Interactions requires double click to interact with objects
Fixed! UE-27544 Crash When Raycasting Against Mesh With Multiple Materials
Fixed! UE-27254 SteamVR HMD Late-Update Broken
Fixed! UE-27751 Build lighting fails without Error in Mac Editor.
Fixed! UE-27717 Crash when rapidly switching menus and tapping buttons.
Fixed! UE-27092 With Move Controller plugin enabled, motion controller components set to ‘Pad’ do not follow DS4 controller
Fixed! UE-27091 Non-Pad motion controller components follow DS4 when plugin enabled
Fixed! UE-27724 Slate - Problems with RHI Thread cleanup
Fixed! UE-27757 Assert when changing name of an asset in between Launch On operations
Fixed! UE-27842 Packaging iOS on Windows fails with “Index outside the bounds of the array”
Fixed! UE-27196 Match3 crashes when opening Weblinks
Fixed! UE-27405 Functionality requires two clicks in Top Down and Puzzle Template
Fixed! UE-23231 Can’t Upload iOS build signed on PC
Fixed! UE-27287 Re-opening apps to a black screen on Android
Fixed! UE-26168 naming box collision in player character renames overlap begin event in actor calling player character
Fixed! UE-25794 Sun renders dark in SunTemple on multiple Android devices
Fixed! UE-21895 Clicking button in the Window Switcher UI does not do anything on Mac
Fixed! UE-25645 Editor loses resolution when exiting play in editor with Vive attached
Fixed! UE-27183 [Mac] Metal SM5 is loading the wrong Shader Platform
Fixed! UE-27144 With Parallel rendering enabled scene renders black in certain levels
Fixed! UE-27145 With Parallel rendering enabled only left side of screen updates in certain levels
Fixed! UE-26674 Material Parameter Collections are not working on Android v 5 phones from 4.11
Fixed! UE-26891 GPU-ARM Mali 400 series phones will render an Opaque Unlit Material as black
Fixed! UE-27154 Using StereoPano capture commands crashes the editor
Fixed! UE-25747 StrategyGame and Sun Temple levels render as black on the several Mobile devices
Fixed! UE-27073 Crash Occurs When Attempting to Pass a Struct Containing an int64 into a Blueprint Function
Fixed! UE-23758 CLONE - [UFE] Deployments hang infinitely when attempting to deploy to two kits simultaneously
Fixed! UE-21157 XBOX ONE: incorrect name displayed for game
Fixed! UE-27377 Smart Links are Removed During Dynamic NavMesh Regeneration
Fixed! UE-23759 CLONE - [UFE] Project will not launch on the selected xbox, even though UFE says it succeeded
Fixed! UE-26640 Attempting to set skeletal mesh on vehicle blueprint during PIE crashes editor
Fixed! UE-27451 Splitting pins on “Make Struct” and “Set Members” struct nodes does not hide the struct pin.
Fixed! UE-25834 Selection rendering corrupted on iMac 5k in El Cap, intermittently on other macs
Fixed! UE-27552 Compile fails if GearVR plugin disabled on Android
Fixed! UE-27449 Mac Primary GPU reporting used for stats reporting is wrong
Fixed! UE-27143 Using Win key to leave UE4 breaks viewport input
Fixed! UE-27374 Map picking in Maps and Modes settings page is poor
Fixed! UE-27417 Static shadows are not rendered correctly on Galaxy S6 Android 6.0.1.
Fixed! UE-27150 Format Text nodes and split nodes reporting warning that override pins are removed.
Fixed! UE-25015 Separate Translucency disabled in the Project Settings will not render asset
Fixed! UE-24067 Post processing rendering artifacts Nexus 6
Fixed! UE-27713 User not able to get mouse control in viewport
Fixed! UE-25111 Signal 11 error when closing project on Linux
Fixed! UE-25804 Shootergame UI text is corrupted on mac with Metal
Fixed! UE-27649 FTextLocalizationManager::UpdateFromLocalizationResource is discarding data
Fixed! UE-27490 Crash after reaching a certain number of active reverbs
Fixed! UE-27583 Metal Uniform Buffer Reuse Is Unsafe, Reports Incorrect Free Memory
Fixed! UE-27811 Morpheus visual corruption when not tracking
Fixed! UE-27688 Game thread using too much CPU time when application is paused on Android
Fixed! UE-27722 SetWidgetToFocusOnActivate removed, not deprecated.
Fixed! UE-25904 GPU particles on SM4 no longer have collision
Fixed! UE-27367 Localization is out of date in 4.11
Fixed! UE-24248 AppleTV there is no audio for the installed project on AppleTV
Fixed! UE-27172 Add cvar to control additive baking
Fixed! UE-24843 Project launcher splash does not disappear after project opens on Linux
Fixed! UE-24373 The IOS Third Party library Bolts has an incorrect file name in its Build.cs file
Fixed! UE-27432 Projects show {GameName} when launching multiple times on any platform
Fixed! UE-27608 DirectoriesToAlwaysStageAsNonUFS does not get remapped on IOS
Fixed! UE-26861 Crash Redoing closing a tab in Persona
Fixed! UE-27094 Failed to package project for AppleTV from Windows machine
Fixed! UE-26710 Match3 gets stuck at “Attempting to Restore” when cancelling signin
Fixed! UE-25977 -precompile crashes UBT in a user non-friendly way on Linux
Fixed! UE-27568 Mac Reporting Replaces the Game Log with System Log
Fixed! UE-24967 Integrate D3D12 update from MS
Fixed! UE-26860 Ogg-vorbis decoding not thread safe
Fixed! UE-27535 Starting position of physics simulated bp is different in Standalone Game
Fixed! UE-27133 SunTemple floor tile design has changed in 4.11
Fixed! UE-27855 Crash launching project on mobile devices
Fixed! UE-27798 Erroneous MoveFixedBody warnings when running construction scripts in game
Fixed! UE-23446 If a hot reload is performed after adding a custom UserDefinedEnum class to the project, the Editor will.
Fixed! UE-24689 CrashReporter: Send and Restart option fails when the agree to be contacted box is unchecked
Fixed! UE-26931 Noise Node used in UI Material is rendering Black
Fixed! UE-27080 Input Axis Continues to Fire After Standalone Window Loses Focus

REMEMBER: Please report any new bugs you find to the UE4 Answerhub

Nice! 4.11 is shaping up to be a beast! Thanks Epic.

[=;489155]
I compiled the master branch from source a month ago which is 4.11 . Mistake on my part . But we could migrate the blueprints and level from the preview 4.11 to a stable 4.11 ? My issue concerning me is that swarm isnt working when trying to build lighting in the 4.11 which is compiled from source but it works in the stable 4.10.3 .

I’m guessing you meant “migrate from 4.11 to a stable 4.10”. I don’t have an answer but not all versions behave the same - 4.10 to 4.9 worked for example, 4.9 to 4.8 didn’t. I’m afraid the downgrade doesn’t work for valid reasons, like changes in the file format , so you should wait the 4.11 stable and deal with it, or go back to your last 4.10 commit and branch in your version control system - so that you can keep working, and get your changed bvack with a merge once 4.11 is released.

First problem in Preview Seven, Player Controllers don’t take on the rotation of the Player Start when they are spawned in the same way they used to. In my case this has effectively broken my menu system… Any reason for this change?

I just noticed that the FPS chracter has substantial artefacts when moving. It was also a bit messy in previous versions, but now its really in-your-face.

answers.unrealengine.com/questions/386696/artefacts-on-fps-character.html

Is this bug UE-26150 FPS Regression on Galaxy S6 in any way related to this: .oculus.com/viewtopic.php?f=60&t=30296 ??

my little project is going along fine in 4.10.4… maybe it’s because i keep things simple and stripped down to bare essentials, and work within the bounds of it’s capabilities, don’t know… but i would just like to say again that what you are doing here is monumental, i wish i was 40yrs younger to watch how this whole thing plays out…

best of luck to you all…
northstar

In 4.11 P7 Oculus VR tracking seems to be broken (on DK2). Camera has a weird drift - when you turn head, it moves in an arc.
Also it is very low to the ground and ignores eye height or camera placement. Actually I did not found any way to affect VR camera height or initial orientation.

Getting a lot of physics-related crashes in this version. What changed since Preview 6 ?

now that is back on,
anyone else having their Video Driver crashing when enabling on an asset [extensively] used as foliage on a scene?

basically if I enable on my tree trunk it makes the Video Driver. I also tried to apply the on a scene with just one tree and when I open the full foliage scene it also crashes.

[=;489253]
I just noticed that the FPS chracter has substantial artefacts when moving. It was also a bit messy in previous versions, but now its really in-your-face.

answers.unrealengine.com/questions/386696/artefacts-on-fps-character.html

Im surprised these artefacts caused by motion blur and temporal aa are still there since 4.9…


PP Low, AA Epic.


PP Epic, AA Low.


Both Epic and a still for comparison.

[=;489196]
First problem in Preview Seven, Player Controllers don’t take on the rotation of the Player Start when they are spawned in the same way they used to. In my case this has effectively broken my menu system… Any reason for this change?

[=kurzemnieks]
In 4.11 P7 Oculus VR tracking seems to be broken (on DK2). Camera has a weird drift - when you turn head, it moves in an arc.
Also it is very low to the ground and ignores eye height or camera placement. Actually I did not found any way to affect VR camera height or initial orientation.

[=]
Getting a lot of physics-related crashes in this version. What changed since Preview 6 ?

Hi all. Thanks for the feedback, but the are not an ideal place for investigations into bug reports. Please click the link in my signature to log a report on the UE4 Answerhub so that Epic’s Support staff can investigate.

Thanks!

[=_Simian;480274]
Hi guys, terrific work so far on fixing bugs in this build!

I’m just wondering what work has been done on UE-6451 - The inability to use Set Members in Struct on the member of a struct array?
I saw on that it is labelled as a February fix, so I’m wondering if it will finially come to 4.11?

Just bumping this a little.

[=_Simian;489824]
I’m just wondering what work has been done on UE-6451

UE-6451 has been fixed internally, but the fix is for the future 4.12 release. If you are working with source code, the fix is CL# 2875741 in this commit. .com/EpicGames/UnrealEngine/commit/02ac030a9199ff2361ff6550a6aa3791d20bf7c1

Cheers

Try to turn off motion blur :slight_smile: Set Amount to 0 it will fix it.

I’m hoping for a mid-march release, hehe :stuck_out_tongue: