Windows build 14959, Preview 2, Visual ‘15’ Preview 5.
Can hot-compile/reload the C++ in-engine, build it from VS 15, etc. When I try to build the project though, I get this:
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Mage Duel/MageDuel.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="C:/Mage Duel/MageDuel.uproject" -cook -stage -archive -archivedirectory="C:/Users/matty/Documents/AIE/Major Production/Builds/MageDuelBuild-v0.11" -
package -clientconfig=Shipping -ue4exe=UE4Editor-Cmd.exe -compressed -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output
UATHelper: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment.
UATHelper: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: ERROR: NOTE: Please ensure that 64bit Tools are installed with DevStudio - there is usually an option to install these during install
UATHelper: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: Assuming no compilation capability.
UATHelper: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Mage Duel\MageDuel.uproject
UATHelper: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: You are attempting to compile on a machine that does not have a supported compiler!
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
nary`2 InTargetToManifest)
UATHelper: Packaging (Windows (64-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
UATHelper: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String] Arguments)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
No issues with Preview 1. Also had issues where I have to manually add Include/Library “UniversalCRT” Visual C++ Directories to my project to get the engine to compile and run in the first place. All preview 2.
I’ve reinstalled VS 15, Windows SDK’s, etc. Also deleted Intermediate/Saved folders, .VC db files and the solution and regenerated it from scratch. None of that fixed these errors.
so i want to add a instanced level after i baked lights,can i spawn a duplicate of levels with offsets that have the lightmaps,in 4.13 i think i can do that but can i do that in 4.14
The game thread however is a different thing, and there its usually up to you to write your own code in a multi-threaded way using classes like FRunnable. If you however talk about some specific framework part that is not multit-hreaded enough, like CharacterMovementComponent or something like that, there it’s obviously up to Epic to do that. But those stuff is usually quite optimized already.
So maybe you should ask more specifically about the area where you currently miss multi-threading
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Not quite. UObjects are inherently single threaded (bound to game thread). You can’t create Uobjects on other threads, they can’t exists outside of game thread, there is no build in communication, which would let UObjects to communit and modify each other across threads.
It’s probabaly possible to do it all on your own, but it’s huge change to engine, which you would have to maintain later.
It would be nice if UObjects would support multithreading out of box. Running things like transforms on separate jobs wopuld help with massive amount of changing actors. Running AI (behavior trees, path finding), would also help with large amount of actors which must be simulated. And that are things which came first to me.
Right now adding multithreading to UObject is hacking around limitations of system, and using UObject as sync point, which might deacrese performance when large amount of entities are involved. What we need is lock-free multithreading supported natively by UObjects.
[=;620209]
Not quite. UObjects are inherently single threaded (bound to game thread). You can’t create Uobjects on other threads, they can’t exists outside of game thread, there is no build in communication, which would let UObjects to communit and modify each other across threads.
It’s probabaly possible to do it all on your own, but it’s huge change to engine, which you would have to maintain later.
It would be nice if UObjects would support multithreading out of box. Running things like transforms on separate jobs wopuld help with massive amount of changing actors. Running AI (behavior trees, path finding), would also help with large amount of actors which must be simulated. And that are things which came first to me.
Right now adding multithreading to UObject is hacking around limitations of system, and using UObject as sync point, which might deacrese performance when large amount of entities are involved. What we need is lock-free multithreading supported natively by UObjects.
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I agree with that, more multithreading support directly build in to UObject would be very nice.
But you can use UObjects from other threads at the moment, without problems, I do that a lot. Obviously you can’t modify UE4 related things like the transforms from other threads, but you can call functions that just work with your own variables, as long as you can make sure that the UObject won’t get destroyed and GCed from the GT while you are modifying it from other threads.
Another thing is that, as far as I know, UE4 currently has no “UE4 way” of using a SRWLock or std::shared_mutex like it’s called in C++11: http://en.cppreference.comcpp/thread/shared_mutex
Such a lock is often way better than the “stupid” (I mean “unintelligent”) FCriticalSection that UE4 provides, since often only one thread modifies something while many threads read from it, and a FCriticalSection can only lock everything all the time with making no difference between threads that need to write and threads that only need to read. That such a lock does not exist in UE4 shows that threading is not really a high priority to them. I am using that std::shared_mutex a lot, and it works great, but I think in general it’s better to not use std but UE4 classes instead in UE4 code.
[=Legend286;620522]
No mention of what looks like volumetric lighting in the launcher preview picture? I guess it’s just my eyes playing tricks on me.
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Sorry, no volumetric lighting yet.
That one screenshot is part of what will be used as a comparison for Lighting Scenarios in the final release notes. The volumetric lighting trick shown here is still using a static mesh with an assigned material to fake the effect.
We have just released Preview 3 for 4.14! Thank you for your continued help in testing the 4.14 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.
For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.
This is expected to be the final preview before the release.
Cheers!
Fixed in Preview 3 - CL 3187739
Fixed! UE-38186 Crash when ENABLE_VERIFY_GL and r.MobileOnChipMSAA is enabled on Android Fixed! UE-38137 Modifying NavLinkProxy.PointLinks.AreaClass in the editor has no effect until map is reloaded Fixed! UE-38122 Draw Labels does not show text with EQS Fixed! UE-37588 ENGINE: CRASH: One off Editor Crash with ANavLinkProxy::GetComponentsBoundingBox() navlinkproxy.cpp:189 Fixed! UE-38149 Editor crashes when reparenting a blueprint with an inherited interface Fixed! UE-38198 Crash when compiling BP in Editor after hot-reloading the same BP Fixed! UE-38059 Linux setup information on Github Readme is out-of-date for 4.14 Fixed! UE-34016 Cannot locally make installed build on Mac Fixed! UE-37072 Include Source for additional Programs in UE4 Release Fixed! UE-37617 Blueprint projects with EDL enabled crash on launch Fixed! UE-37921 [CrashReport] UE4Editor_HotReload!FHotReloadModule::DoHotReloadInternal() [hotreload.cpp:886] Fixed! UE-37794 Send and Restart from Crash Reporter Opens Project Browser Fixed! UE-37697 Cannot click send in CrashReportClient on Mac Fixed! UE-36493 [CrashReport] UE4Editor_Engine!USelection::Deselect() [selection.cpp:52] Fixed! UE-38091 Disabling auto-generate collision disables collision for the entire mesh instead of using per-project default Fixed! UE-38242 Blender file do not import correctly. Section do not point on the correct material Fixed! UE-38098 "Assertion Failed " Crash while attempting to reopen a Widget Blueprint after closing Animation / Timeline Panels Fixed! UE-37933 Rifles are offset in Display 1.15 when opening Content Examples Animation map Fixed! UE-37968 “Assertion Failed” crash while Force Deleting the FirstPerson folder within FirstPersonTemplate project Fixed! UE-38142 Crash when using undo in the preview scene settings of Persona Fixed! UE-38224 Severe log spam when hovering cursor in the content browser after opening SK_Box_Morph_1_Anim Fixed! UE-36050 Editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material) Fixed! UE-36454 Vulkan crash on Android when suspending and resuming app Fixed! UE-37472 Skeletal Mesh Collapses with OpenGL ES3.1 on Tegra K1 devices Fixed! UE-37949 Text Actors not Rendering on Mobile Fixed! UE-38074 Skeletal Mesh Animations do not render properly on Zenphone2. Fixed! UE-36658 Possible CurlHttp crash on Android dedicated server Fixed! UE-36108 Linux client and listen server hangs on GameThread when decoding voice chat Fixed! UE-38011 PS4: Microphone symbol does not show up when players talk in ShooterGame. Fixed! UE-38179 HTML5 Player falls through world on Firefox 64-bit Fixed! UE-38236 Local notifcations using depreciated API Fixed! UE-38032 Quicklaunch HTML5 fails on Chrome. Browser returns “This site can’t be reached 127.0.0.1 refused to connect” Fixed! UE-37998 Game window renders transparent when launched with -game -log commands on Mac Fixed! UE-38001 -binnedmalloc is broken on Linux Fixed! UE-38017 PS4 Play Together online privileges check fails Fixed! UE-37894 Crash when Building Lighting on Macs with Lighting Scenarios Fixed! UE-38020 PS4 Play Together does not send game invites Fixed! UE-38139 DX12 timestamp queries take a huge amount of memory (>1GB) Fixed! UE-37793 RTDF shadows broken in Kite Fixed! UE-38155 Fix D3D12 PSO caching pointers to TMap entries. Fixed! UE-38079 Accessed None trying to read property SkeletalMesh1 in ContentExamples Animation level Fixed! UE-38078 Thruster leaves its stage, and eventually leaves the entire level in ContentExamples Physics map Fixed! UE-38099 Floor Textures in ContentExamples : Post Processing map, Samples 1.17, 1.18 are too small or non-existant Fixed! UE-38064 3D widget in ContentExamples does not display properly Fixed! UE-38266 BP_Commentary_Box warning - Attempted to access index 0 from array Fixed! UE-38229 Content Examples UMG Warning - K2Node_CallFunction_3785 is deprecated Fixed! UE-38205 [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::operator=() [weakobjectptr.cpp:28] Fixed! UE-38007 Fixing up GoogleVRHMD static analysis warning Fixed! UE-38072 Post present hook for FRHICustomPresent Fixed! UE-32541 Crash when double clicking a level in Content Browser to open it Fixed! UE-38002 Full Trigger Press Does Not Paint Foliage in VR Editor Fixed! UE-38147 VR Editor Taking Input From Wrong Controller in Foliage Painting. Fixed! UE-38190 OSX editor fails to run on “older” hardware
I’m testing the forward renderer on 4.13 and already looks great, but with no ssao
these updates on the 4.14 will include any kind of AO for the forward renderer?
That one screenshot is part of what will be used as a comparison for Lighting Scenarios in the final release notes. The volumetric lighting trick shown here is still using a static mesh with an assigned material to fake the effect.
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Is it in the works? I’m tempted to continue with my crappy blueprint / scene capture hack and make it render to an rt and blur it with some stuff… if only you could sample the CSM shadowmap textures in material, cos then I could make proper volumetrics without relying on another pass… but it works like in fallout 4 / nvidia gameworks godrays using tessellation extrusion stuff…
[=gustavorios2;620655]
I’m testing the forward renderer on 4.13 and already looks great, but with no ssao
these updates on the 4.14 will include any kind of AO for the forward renderer?
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Precomputed Lighting AO enabled in World Settings > Lightmass will still function, but no screen space option this release.
[=Legend286;620671]
Is it in the works? I’m tempted to continue with my crappy blueprint / scene capture hack and make it render to an rt and blur it with some stuff… if only you could sample the CSM shadowmap textures in material, cos then I could make proper volumetrics without relying on another pass… but it works like in fallout 4 / nvidia gameworks godrays using tessellation extrusion stuff…
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It was originally tasked to be worked on, but then we moved ahead with the forward renderer implementation. I’m not sure when it’ll be put back into the active category, though.
Internally it’s marked as In Progress, but there has not yet been a fix submitted.
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Understood, tried to add the line of " bSupportsVulkan=True" manually in the project’s DefaultEngine.ini seems have the checkbox ticked, but haven’t try to launch yet. Will give it a shot! Thanks. Hope next update will fix this.
[=;620706]
Precomputed Lighting AO enabled in World Settings > Lightmass will still function, but no screen space option this release.
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I use both since there are some movable objects…
Light functions on stationary lights aren’t working too.
Still, I’ll probably stick with Forward as it still looks cool but so much faster.
thanks
[=gustavorios2;620728]
I use both since there are some movable objects…
Light functions on stationary lights aren’t working too.
Still, I’ll probably stick with Forward as it still looks cool but so much faster.
thanks
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Light functions and IES profiles are not yet supported in this release.