bug report
If I want Skylight on fog is shadowed properly - do I have to turn some new setting ON? Or do I have tu make SKYLIGHT stationary or movable to have Improved Static Skylight Directionality ON?
Sweet update, will download this weekend and check out all the new gadgets, can’t wait!
Anyone else getting compile errors on a vanilla github 4.18 source compile? I"m getting these errors and seem to be on the engine side:
GitEngines\UnrealEngine_4.18.0\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C2039: ‘MergeShaderCacheFiles’: is not a member of ‘FShaderCache’
… and…
GitEngines\UnrealEngine_4.18.0\Engine\Source\Programs\BuildPatchTool\Private\ToolModes\AutomationMode.cpp(12): fatal error C1083: Cannot open include file: ‘Interfaces/IAutomationWorkerModule.h’: No such file or directory
Answerhub posted also: https://answers.unrealengine.com/questions/718877/418-standard-github-source-compile-errors.html
Any chances for Vulkan for PC and Linux in 4.19?
Almost every update there is some cool new static lighting . Wish if dynamic lighting got this much love. Dynamic environments and lighting is the way of the future. Static environments with baked lighting is so last decade. Any plans for improved dynamic lighting quality and performance?
I’m getting errors trying to include MediaSoundComponent.h.
UPDATE:
Tracked down the error to when I include <windows.h>/<stdio.h> which I was using to get drive paths. When I don’t include that I don’t get errors. I’ll now have to find out how to do that.
Yea Epic stop staying stuck in the past, get with the program or your gonna get left behind
Not for VR it’s not.
I’d love to know when is targeted fix for the ARKit known issues.
This is one of the biggest updates for me so far. Having multiple bounces on a skylight made lighting my architecture projects so much easier, and more accurate.
Thanks Epic!
updating to 4.18 now! ![]()
I am having issues trying to launch a bp-only ios project directly to device from windows:
Keep getting “PackagingResults: Error: Deployment failed! Missing UE4Game binary.”
Program.Main: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
This occurs even on a new project.
Steps to reproduce:
- Create a new bp-only project.
- Set your bundle identifier.
- Launch to device.
Looks like it is not including the correct rocket UE4Game.stub :
rojectParams.ValidateAndLog: ProjectBinariesFolder=f:\UnrealProjects\My418ios\Binaries\IOS
ProjectParams.ValidateAndLog: ProjectBinariesPath=f:\UnrealProjects\My418ios\Binaries\IOS
ProjectParams.ValidateAndLog: ProjectGameExeFilename=f:\UnrealProjects\My418ios\Binaries\IOS\My418ios.stub
ProjectParams.ValidateAndLog: ProjectGameExePath=f:\UnrealProjects\My418ios\Binaries\IOS\My418ios.stub
Even though it is a BP only project.
[RESOLVED]
The presence of an editor-only plugin in the Engine/Plugins was the cause. It’s presence was forcing a code build. I removed the plugin and it deployed.
Final Gradle support! We highly recommend to switch to Gradle instead of Ant for all Android devs because it provides faster building times, better dependencies management, and simpler configuration!
Are there any docs about how to set it up for UE4 ?
Why did you release it with compile errors? I got UE-51613 and another one in AutomationMode.cpp. I think you might be pushing these out too quickly.
So how do you actually use VS Code? Do you still have to install VS Community? Because I get errors that my VS Community 2015 is installed but missing the C++ toolchain. But in reality it was installed but I removed it and every part of it. (Well not the registry entries and not the user files probably, just used the uninstallers)
I tried creating a c++ project but with no luck, I tried creating a blueprint project, then set VS Code as editor and created a c++ Actor Class. It compiled the class but asked that it needs a full compile but it couldn’t do that. Error code up above, basically the same.
Also I can’t find how to use the “-vscode” option because I can’t find how to generate project files from command line.
I’ve been porting my AR project from 4.17 to 4.18. Most of the time it was pretty straight forward, however I’m missing one vital node in 4.18 which is SetOrientationAndPosition introduced in AppleArKitCameraComponent in 4.17.
My question here is whether there’ll be something similiar introduced in 4.18 or is there a way to make such a function for the time being, if yes, then any pointers on how to achieve that would be great.
Node in question:

Is it me or landscape sculpting has become slower now, can anyone confirm? Adding and removing foliage too.
I’m unable to build the engine from source, release branch commit: dbced2dd59f9f5dfef1d7786fd67ad2970adf95f
Windows 10 Pro, VS Community 2015
Module.ShaderCacheTool.cpp
41>C:\UnrealEngine\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C2039: 'MergeShaderCacheFiles': is not a member of 'FShaderCache'
41> C:\UnrealEngine\Engine\Source\Runtime\ShaderCore\Public\ShaderCache.h(142): note: see declaration of 'FShaderCache'
41>C:\UnrealEngine\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C3861: 'MergeShaderCacheFiles': identifier not found
41>ERROR : UBT error : Failed to produce item: C:\UnrealEngine\Engine\Binaries\Win64\ShaderCacheTool.exe
41> Total build time: 57,26 seconds (Local executor: 0,00 seconds)
41>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat ShaderCacheTool Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.