Unreal Engine 4.17 Preview

Someone edited my bug report here: https://answers.unrealengine.com/questions/662559/taa-motion-blur-still-not-working-on-scene-capture.html and made one of my comments an answer. It wasn’t an answer, it just confirmed that the feature is in 4.17 but doesn’t appear to be working.

Source? We don’t provide any features in hot fixes. Only critical bug fixes that don’t change binary compatibility.

What you are including? Can you show the include code?

We just developed a working video compositing system that receives and casts shadows, lights and light wrapping, as well as multi chroma keying, edge reconstruction and multi band denoising all realtime in Unreal. It works as transparent video actors that can be placed anywhere in the scene, even behind transparency and volume fog, frame locked to the sequencer.

The 4.17 Composure system, being a post processing overlay does not look too promising.

Even an empty file will crash it. The files are full paths.


This is the hair from the photorealistic character project, same problem

Was there a message in the log? There was a fairly hefty refactor to how shader includes are handled as part of the plugin support that will likely be in the release notes, possibly there’s a new assert that should instead be a compile error.
If in doubt please open a ticket on AnswerHub and it will be assigned to someone to take a look.

Hey , will the arkit support be available on 4.17 at all? I’m aware of the GitHub early access version, but It’s hard to find any additional info about this.
Cheers!

The blog post announcement says 4.17:

Wonder if there is a reason that C4265 is auto enabled now (its defaulted off on all VS versions AFAIK)? Was the warning level increased for compilation? Had to add more warning suppression to steam_api.h includes than it already has…

My project crashes constantly, also in 4.17 preview (https://answers.unrealengine.com/questions/673277/project-craches-on-play-417-preview.html).
It is happening since 4.15.3, after looking into log files it is somehow related to Data Tables - yesterday after removing them all it worked (lots of compiling errors but no crashes) for a while, but after restart it crashed again.
Few days ago I fixed a bug which caused that I couldn’t package a game in shipping mode - I just deleted one blueprint which itself was causing no problems.
After that everything worked fine until next day - I was convinced that everything works - so I’ve made a copy-conversion from 4.16 to 4.17 - and after a while a discovered (as mentioned on the beginning) that bot projects are crashing upon anything related to blueprints (even when I try to bring up a context menu).
At this point I don’t know how to debug this (I hoped that 4.17 somehow will fix this mess) - this is not a simple project, I am fighting with this issues for several months.
Recreating this project from scratch would take in optimistic scenario about a half a year.
So - is there a chance for some solution or should I start to plan recreating this project?

Another great release! Where can I find out more about the audio streaming feature?

I personally am of the opinion that Epic should focus on fixing issues that have been persisting over a number of engine updates. It’s disheartening that with a new engine update, you never know if something is broken or not.
It seems to me they’re focusing too much on new shiny features while I think everyone would benefit from an actual highly stable engine build.

It sometimes feel like the engine itself is starting to show signs of feature creep…

but that’s my humble opinion, I love UE4 so much and Epic but I sometimes just wished they would prioritize fixing issues over new features with certain releases…

I’ve been seeing this on entire scenes when running VR preview PIE in 4.16. It only happens on our GTX 1070 machine, and appears to be caused by the presence of a sky light in the scene. Doesn’t happen in the editor viewport or VR editor.

Hopefully the cause is the same and Epic can track it down.

Does this include fix UE-43213? It’s targeted for 4.17 but its not in preview 1 and it’s really critical for us.

It is in preview 1.

What AO is affected by those Bent Normals? Baked AO or SSAO?

Is AR Kit coming?

Where the all ambient/reflection (bent) occlusion idea originated, SIGGRAPH 2002:
Production-Ready Global Illumination