Unreal Engine 4.17 Preview

UPDATE!

We have just released Preview 3 for 4.17! Thank you for your continued help in testing the 4.17 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.

Experimental ARKit support has been added in this preview.

Cheers!

Fixed in Preview 3

Fixed! UE-46839 Destructibles jitter for a short period after breaking
Fixed! UE-46765 Crash when using Vertex painter with material including cubemap texture sampler
Fixed! UE-47431 Sound cues with delays do not play in the animation editor when set as anim notifies
Fixed! UE-47227 [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
Fixed! UE-47248 [CrashReport] CastChecked<UAnimBlueprint,UBlueprint>()
Fixed! UE-47476 [CrashReport] UE4Editor_Engine!USkeleton::GetMeshLinkupIndex() [skeleton.cpp:420]
Fixed! UE-47528 [CrashReport] UE4Editor_Persona!FReferenceSkeleton::FindBoneIndex() [referenceskeleton.h:252]
Fixed! UE-47397 Audio thread priority causes issues for some games
Fixed! UE-47383 Audio streaming chunks failing to load
Fixed! UE-47490 Severe hitch during test for AEOverview - SW Procedural in QAGame
Fixed! UE-47626 QAGame Crashes when Shooting in -game
Fixed! UE-47562 Crash FAudioDevice::AddNewActiveSound() when loading music in Game client
Fixed! UE-47296 [CrashReport] UE4Editor_ClothingSystemRuntime!FClothingSimulationNv::GetBounds() [clothingsimulationnv.cpp:730]
Fixed! UE-47360 Non Uniform baking of HLOD materials causes texture stretching
Fixed! UE-47570 Unable to launch Shooter Game to Xbox One using Visual Studio.
Fixed! UE-47344 Log output on Mac is not displayed in terminal window and Xcode launch log
Fixed! UE-46826 Quick Launch Cook on the Fly Crash using UFE/Project Launcher
Fixed! UE-47588 Unable to build script plugin against 4.17 release
Fixed! UE-47483 Crash running GC and Level Load Stress Test in TM-Core on Mac in packaged QAGame.
Fixed! UE-46657 Puzzle Code project has spelling error in BlockGrid.cpp
Fixed! UE-47459 Content Examples fails to cook due to long path names
Fixed! UE-39586 Many FText warnings in Output Log while cooking
Fixed! UE-47618 Linux - Steaming Levels not being triggered
Fixed! UE-47491 Resizing the compiler results log when it contains errors from a math expression node will crash
Fixed! UE-47455 Crash when Clicking on a Linear Color Default Value in an interface
Fixed! UE-47451 Access none after making changes to a blueprint that is referenced in the level blueprint
Fixed! UE-47494 Undo/Redo of changing a blueprint function parameter to bool can crash
Fixed! UE-47326 Crash when using Find Substring node if the starting position is higher than the number of characters in the string being searched
Fixed! UE-47313 Crash when loading old data after changing type of Map Value to related type
Fixed! UE-47340 Crash upon using EComparisonMethod as a variable in a struct
Fixed! UE-47605 [CrashReport] Crash trying to destroy an uber graph frame because the RawPointer is still set
Fixed! UE-47512 Math expression nodes do not show errors in their tooltip anymore, and the error bar goes away after subsequent compiles even though the node is still in error
Fixed! UE-47481 Potential crash during undo/redo of a split pin
Fixed! UE-47321 Save on successful compile only not working in blueprints
Fixed! UE-47331 Blueprint Active Node highlight not working properly
Fixed! UE-47322 Breakpoints on Flow Control nodes are not triggered.
Fixed! UE-47467 [CrashReport] UE4Editor_Kismet!FBlueprintGlobalOptionsDetails::CanDeprecateBlueprint() [blueprintdetailscustomization.cpp:5127]
Fixed! UE-47493 [CrashReport] UE4Editor_Kismet!FBlueprintGraphArgumentLayout::OnArgNameChange()
Fixed! UE-47478 [CrashReport] UE4Editor_Landscape!ALandscapeProxy::PostEditChangeProperty() [landscapeedit.cpp:3692]
Fixed! UE-47527 Android ES31 crashes on Galaxy S7 Adreno
Fixed! UE-47469 Depth/Stencil discard missing for non-hdr mobile path causing performance regression on Qualcomm.
Fixed! UE-47287 HTML5 Client fails to connect to Windows dedicated server
Fixed! UE-45398 Re-showing a landscape component after hiding it does not work on Android
Fixed! UE-45015 Landscapes do not Render when used with Lighting Scenarios on Mobile
Fixed! UE-47254 Chrome does not take control of the mouse pointer when playing Zen
Fixed! UE-47557 SunTemple does not look correct on iOS device (cooked from Mac)
Fixed! UE-47396 ZenGarden’s game sequence doesn’t play on device
Fixed! UE-47403 SunTemple scene does not update properly on iPhone 6S
Fixed! UE-47540 [CrashReport] Crash on Mac - UE4Editor-IOSTargetPlatform.dylib!FIOSDeviceHelper::DoDeviceConnect()
Fixed! UE-47318 Objects set to Stationary and movable do not create shadows in the right eye for daydream
Fixed! UE-47665 UPL addElement and addElements can infinitely recurse if tag is included in inserted data
Fixed! UE-44467 Crash when trying to load an invalid map after disconnecting
Fixed! UE-45809 OnlineSubsystemMcp crashes if OnlineSubsystemUtils is loaded before it
Fixed! UE-46078 [CrashReport] Access violation in UE4Editor_Engine!TOctree<TVolumeLightingSample<3>
Fixed! UE-46464 TextRenderActors do not appear in screenshots (SkelMeshMergeMap auto test)
Fixed! UE-47404 Fix Vulkan textures not streaming
Fixed! UE-47373 Deleting a light in game or deleting a mesh in PIE causes a large hitch
Fixed! UE-46910 Crash: Direct3DDevice->CreateBuffer failed at D3D11VertexBuffer.cpp with error E_INVALIDARG
Fixed! UE-42841 [CrashReport] UE4Editor_Engine!FMaterial::CacheShaders() [materialshared.cpp:1663]
Fixed! UE-47551 Shadow culling inefficiencies
Fixed! UE-47305 Particle simulation crash dereferencing deleted emitter resources
Fixed! UE-45559 [CrashReport] Access violation in UE4Editor_Engine!FDistanceFieldAsyncQueue::ProcessAsyncTasks()
Fixed! UE-46621 [CrashReport] Assertion on in UMaterialInterface::InitDefaultMaterials()
Fixed! UE-47607 Crash on play if a BP uses a ClearInstances node followed by an AddInstance node
Fixed! UE-45431 Crash when adding Actor Array Element to a Sequencer Event Struct
Fixed! UE-47343 Invalid Memory Access Crash compiling a Widget Blueprint with an unsaved Transform animation track
Fixed! UE-47142 ImagePlate should operate on Texture instead of Texture2DDynamic
Fixed! UE-47178 Editor Crashes when working in QAGame TM-Sequencer_EventTrack - TCString<TCharType>::Strlen(InName)
Fixed! UE-47623 Double click into a shot sometimes updates the time incorrectly
Fixed! UE-47246 [CrashReport] UE4Editor_CoreUObject!FPackageName::LongPackageNameToFilename() [packagename.cpp:381]
Fixed! UE-47464 [CrashReport] Fatal error: Cast of nullptr to Actor failed - UE4Editor_CoreUObject!CastLogError()
Fixed! UE-46056 Editor crash on level load with multiple actors with the name “(none)”
Fixed! UE-47543 Mac Automation Test Failed (LoadAsset)
Fixed! UE-47529 Flickering on right side of “Package Project” menu.
Fixed! UE-47603 Crash while scrolling through language options in Packaging settings
Fixed! UE-46572 [CrashReport] UE4Editor_Engine!USplineMeshComponent::CalculateScaleZAndMinZ()
Fixed! UE-47251 [CrashReport] UE4Editor_Cascade!FCascadeEdPreviewViewportClient::GetCascade() [cascadepreviewviewportclient.h:72]
Fixed! UE-46433 Linux: CEF uses system libpng instead of a bundled one, refusing to run
Fixed! UE-46069 [CrashReport] Assertion on Mac in FCocoaRunLoopSource
Fixed! UE-47333 Mac fullscreen toggle button loses functionality after switching from fullscreen to windowed
Fixed! UE-47295 [CrashReport] Crash on Mac - UE4Editor-Slate.dylib!FTextLayout::GetAsTextAndOffsets()
Fixed! UE-46634 ShaderCompileWorker on Linux output makes the log too verbose
Fixed! UE-47499 Mac Automation Test Ensure (NewFlags & PKG_PlayInEditor) ==0 || (this != EditorPackage)
Fixed! UE-47498 Mac Automation Test Failed (StackCubesLarge)
Fixed! UE-47500 Mac Automation Test Failed (BP_ComposurePostMoveProjectionMatrixTest)
Fixed! UE-47504 Mac Automation Test Failed (Proc Mesh Collision)
Fixed! UE-47546 [CrashReport] UE4Editor-Kismet.dylib!FTabInfo::OnMouseDownHisory(FGeometry const&, FPointerEvent const&, TWeakPtr<SMenuAnchor,()
Fixed! UE-47329 Default Key Binding for Save Level removed
Fixed! UE-47267 Crash when CTRL+Tab’ing with Property Matrix open
Fixed! UE-46505 Jittering in Engine Menu Dropdown Options
Fixed! UE-47430 Clipping issues in the profiler
Fixed! UE-46553 Widget blueprints do not appear in HTML5
Fixed! UE-47266 Canvas screen preview in blueprint widget editor not displaying
Fixed! UE-47270 Making UMG buttons keyboard focusable does not behave correctly in PIE
Fixed! UE-47612 [CrashReport] UE4Editor_Engine!UTextureRenderTarget::GameThread_GetRenderTargetResource() [texturerendertarget.cpp:44]
Fixed! UE-47277 Sequencer actor path does not always update in VR Mode
Fixed! UE-47151 GearVR trackpad quadrant buttons not detected in TM-MotionControllers
Fixed! UE-47337 GetHMDWorn not visible to blueprint, delegates not hooked up
Fixed! UE-47218 GearVR screen percentage is broken when not 100
Fixed! UE-47157 Command console is really small on Oculus Rift

REMEMBER: Please report any new bugs you find to the UE4 Answerhub in the ‘Bugs Reports’ section.
(How to Report a Bug)

wohoo :slight_smile: , Lots of fun stuff to play with.

Who have tried to export something complicated into HTML5? Such as Zen Garden here from 4.16 announce.

P3 unfortunately still does not fix the new 3D widget performance problems in 4.17 on mobile VR: [GearVR] 3D widget performance degregation in 4.17 - XR Development - Unreal Engine Forums :frowning:

Screen Percentage bug in VR - please fix it, in Post Processing there is Misc setting for screen percentage and it break VR experience 100%, it only affecting as Zoom and break every application. This bug is critical and still exist in 4.17 P3 version.

Assertion failed crashes when loading a dev build client of a project…

192671-crash1.jpg

Same problem in 4.17 preview 2 and 3. This problem does not exist on any other Unreal Engine version prior to 4.17.

Hello ,

I’ve tried a few things to reproduce the hitches you’re mentioning but I haven’t seen anything on my end. Could you please make an Answerhub post about this in the Bug Reports section and include a project that reproduces the hitch that you’re mentioning?

Can someone say if there’re any updates on modding?

Does this mean that we could make a game easily moddable like Robo Recall or this doesn’t have anything to do with that?

Sorry, I hadn’t been able to test on the latest preview 3, was waiting to do that before submitting a bug report.

Good news is that it appears to be functional again in preview 3, apologies for not getting around to it before you had to look into it.

I’ll edit the original post to mention that its been fixed too.

Did reimport behavior change in 4.17? I used to do Import to replace skeletal meshes instead of reimporting them when I needed special settings (instead of changing them in Persona and reimporting there), but now it seems like using Import just reimports with the same settings. It’s a bit weird because if you only reimport the mesh the animations don’t update, I guess the skeleton doesn’t update when reimporting only the mesh.

Doesn’t really have anything to do with modding.

Cheers,
Noland

Just want to let everyone know I’ve been working on android/daydream apps and the new audio mixer system is really cool. In terms of immersion just having spatial attenuation greatly increases the immersiveness of a game. Also, it is my recommendation to try and bring in the very latest version of google vr plugins for the eventual 4.17 release. I am fairly certain this recent commit, uploaded yesterday, solved an incredibly irritating problem I was experiencing in both 4.16 and 4.17 involving visual artifacts/erratic behavior of the virtual motion controller: .com/googlevr-unreal/UnrealEngine/commit/6ffbe30b34dffe410a1e2f0dbca1a6c5ca06fa86 . I don’t feel confident enough in myself to say there was a definite cause and effect relationship – quite honestly I don’t understand the code that was changed – but after I downloaded and then rebuilt everything in visual studio using this particular version of the set of google vr motion controller plugins, used in conjunction with a 4.16.2 version of the engine, my problem went away completely. I am just barely starting to learn visual studio and c++ so it’s just as likely I accidentally hit some checkbox somewhere in some blueprint to either cause or solve the problem I’ve been experiencing so take what I write with a grain of salt.

In 4.17 there was some modifications for InstancedStaticMeshComponent. This did break our custom dynamic foliage spawner. It seems to impossible to now initialize batch of data to gpu.
In 4.16 I could just simply do it like this. Which worked like charm. But in 4.17 this causes crash.



instanced->ReleasePerInstanceRenderData();
instanced->MarkRenderStateDirty();


So I figured new way to do this but the function that need to be called is in InstancedStaticMesh.h which is in private folder and I can’t include it.



instanced->PerInstanceRenderData->UpdateInstanceData(instanced, 0, num, false);


Compile error and simplified example is here:

Thank you .

I am getting a hard freeze when invoking any sort of resolution change in a shipping build. PIE and Launch seem to work fine, just the standalone shipping build. Synchronized to the latest 4.17 commit at the time of this post.

Sorry, I hadn’t been able to test on the latest preview 3, was waiting to do that before submitting a bug report.

Good news is that it appears to be functional again in preview 3, apologies for not getting around to it before you had to look into it.

I’ll edit the original post to mention that its been fixed too.
[/QUOTE]

No worries. Thank you for confirming. If you do see this behavior again, please be sure to let us know.

Event Driven Loading / Async Loading Thread crashes

Still critical problems in 4.17 with Event Driven Loading and Async Loading Thread…

203345-asyncthread.jpg

203346-eventdrivenloading.jpg

+1
Would be great to get this latest stable daydream plugin in 4.17 binary! :slight_smile:

You can try taking a look at this thread?

I didn’t need to make use of that, as I could load basic txt, images, and midi files from disk which saved me some time with fiddling with that system, but it can be usefull to get started out.

Any insight on getting the clear coat shading model to work in the forward renderer??