Unreal Engine 4.18 Released!

Seems great to me, especially compiling C++.

teak

Any idea on the release date of 4.18.1? I am running 17.2 I feel I am in a good stable place with 4.17.2

4.18 seems pretty stable for me. Worked a whole day without a single crash. Kind of simple project though, not many structs (the source of most of my crashes). Also, compiled ok. I haven’t noticed the performance issues. But I hope it is improved before I do. hahahaha

Should be soon… on github you can see they have TONS of fixes for 18.1… Should be good.

teak

UPDATE!

The 4.18.1 Hotfix is now live! This hotfix resolves over 70 important issues in the 4.18 release.

Fixed in 4.18.1

Fixed! UE-51426 HLOD with texture binning on introduces ugly black seams
Fixed! UE-51931 [CrashReport] UE4Editor_AnimGraph!FCSPose<FCompactHeapPose>::GetComponentSpaceTransform() [bonepose.h:533]
Fixed! UE-51620 Hang in shutdown of multi-PIE when using procedural sound waves (or synth components)
Fixed! UE-51591 Hot reload of QAGame hangs the editor
Fixed! UE-51917 [CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951]
Fixed! UE-51626 Very long hang occurs when selecting all bodies in a physics asset
Fixed! UE-51721 [CrashReport] UE4Editor_Engine!UBodySetup::FinishCreatingPhysicsMeshes() [bodysetup.cpp:464]
Fixed! UE-51597 [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate
Fixed! UE-51916 [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81]
Fixed! UE-51925 Unable to compile BuildPatchTool
Fixed! UE-51842 4.18.1 build is broken on Ubuntu 14.04 (UBT compile error due to “?.” construct)
Fixed! UE-51472 Hot reload iteration time regression.
Fixed! UE-49050 Editor integration for Visual Studio Code on Mac, Linux and Windows
Fixed! UE-52055 Different macros used when compiling scripts from UAT
Fixed! UE-51855 Cannot package project with assets contained in a folder named “Wolf”
Fixed! UE-51180 Texture Render Targets do not render on Android
Fixed! UE-51443 GitHub 4143 : Add ‘.vscode’ folder to generated .gitignore
Fixed! UE-51621 Race condition in UBT
Fixed! UE-46858 Support for Visual Studio Code
Fixed! UE-51927 [CrashReport] UE4Editor_Kismet!FFindInBlueprintSearchManager::OnCacheAllUncachedBlueprints() [findinblueprintmanager.cpp:2095]
Fixed! UE-51504 Inherited TMap value of type UObject* is not saved on blueprint compile
Fixed! UE-51353 Function input Bool loses checked value when updating from 4.16 to 4.17
Fixed! UE-51267 WebGL1 fails to compile
Fixed! UE-51233 Match3 HTML5 encounters index out of bounds error
Fixed! UE-47782 Match3 Package Startup Video not playing on IOS
Fixed! UE-49588 Rsync Errors During Remote Build: Failed to Set Permissions
Fixed! UE-51747 GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
Fixed! UE-52235 Metal texture memory leak
Fixed! UE-51705 Crash upon launching packaged game with Share Material Shader code enabled
Fixed! UE-51695 Nvidia Shader Compiler Crash with Tessellation Compute Shaders
Fixed! UE-51863 Depth of Field Blur on Cinematic Camera Not Working Before Focal Point
Fixed! UE-47263 [CrashReport] Crash on Linux - FShaderCompilingManager::LaunchWorker()
Fixed! UE-51203 Vulkan ES3.1 Is Still Being Used Even when Not Selected as a Targeted RHI
Fixed! UE-52281 Crash during cook occurs on some Intel CPUs
Fixed! UE-51640 [CrashReport] Mac/Metal crash due to enabling Metal 2.0 on 10.12.6
Fixed! UE-51753 LightColor property for light component and skylight component are animating all other color properties
Fixed! UE-51750 Spawned skeletal animations don’t animate
Fixed! UE-51787 [CrashReport] UE4Editor_MovieSceneTracks!UMovieSceneCameraCutSection::GenerateTemplate() [moviescenecameracutsection.cpp:24]
Fixed! UE-52077 MediaFramework movies not playing properly in Shipping
Fixed! UE-51707 Videos of certain sizes no longer display in media players
Fixed! UE-51796 WmfMedia: Some WMV v2 files fail to render video
Fixed! UE-51789 Media: MediaPlaylist::AddFile adds a StreamMediaSource instead of a FileMediaSource
Fixed! UE-51012 [CrashReport] UE4Editor_MediaAssets!UMediaTexture::TickResource() [mediatexture.cpp:245]
Fixed! UE-51941 [CrashReport] UE4Editor_UnrealEd!FAssetEditorToolkit::GetDefaultTabIcon()
Fixed! UE-51848 Data Tables can no longer import numeric enum values
Fixed! UE-47464 [CrashReport] Fatal error: Cast of nullptr to Actor failed - UE4Editor_CoreUObject!CastLogError()
Fixed! UE-51509 Using the HighRes Screenshot command in a shipping packaged build crashes the game
Fixed! UE-51781 [CrashReport] ULevel::GetWorldSettings - UMaterialFunctionThumbnailRenderer:: Draw
Fixed! UE-51779 [CrashReport] UE4Editor_PropertyEditor!TWeakPtr<SDetailSingleItemRow,0>::Pin() [sharedpointer.h:1120]
Fixed! UE-51783 [CrashReport] ULevel::GetWorldSettings - UStaticMeshThumbnailRenderer:: Draw
Fixed! UE-51881 [CrashReport] FCurveEditorSharedData::FCurveEditorSharedData
Fixed! UE-52086 Linux: UI scale is sometimes not 1.0 on non-high-DPI monitors
Fixed! UE-51677 Linux: requirement for popcnt instruction unnecessarily prevents UE4 from compiling on old CPUs
Fixed! UE-51714 [CrashReport] Linux crash - FLinuxSplashState::InitSplashResources()
Fixed! UE-51699 Linux: 4.18 cannot be compiled on Ubuntu 17.10 due to missing xlocale.h
Fixed! UE-51843 UE4Game in 4.18 is broken for some third party software (hidden symbol elf_end() is referenced)
Fixed! UE-51709 [CrashReport] UE4Editor-ApplicationCore.dylib!FMacWindow::ApplySizeAndModeChanges()
Fixed! UE-49992 Opening the color picker causes values to change
Fixed! UE-51886 [CrashReport] UE4Editor_PropertyEditor!FObjectPropertyNode::GetValueBaseAddress() [objectpropertynode.cpp:373]
Fixed! UE-51724 [CrashReport] UE4Editor_PropertyEditor!FPropertyEditor::IsEditConditionMet() [propertyeditor.cpp:632]
Fixed! UE-51324 Crash updating a blueprint instanced foliage actor
Fixed! UE-48434 [CrashReport] UE4Editor_Foliage!FMulticastDelegateBase<FWeakObjectPtr>::CompactInvocationList() [multicastdelegatebase.h:159]
Fixed! UE-51604 Changing foliage quality during runtime crashes editor/game
Fixed! UE-51914 [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81]
Fixed! UE-52067 Crash when Gathering/Exporting Text in Loc Dashboard with multiple cultures are added.
Fixed! UE-51799 Japanese language input keys/Menu key zoom out graph view
Fixed! UE-51933 [CrashReport] UE4Editor_WorldBrowser!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:81]
Fixed! UE-51963 DaydreamVR stutters in 4.18 due to late update
Fixed! UE-51728 4.18 missing Oculus dash support
Fixed! UE-52098 Invoking quit menu on GearVR can cause app to freeze or crash
Fixed! UE-51736 Mobile multi-view doesn’t respect daydream support query
Fixed! UE-52127 Perf hit on GearVR; upscaling to a surface size bigger than we need.
Fixed! UE-51766 CPU perf regression when using IsHMDActive() on Oculus.

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide

Hot fix of a production bugs :stuck_out_tongue:
But very good job guys :slight_smile:

Thank you Epic! 4.18.1 is looking great :slight_smile:

Fantastic bug fix update!

What’s up with that silly new “no changes to header files in a hotfix” policy that’s mentioned like 5 times in comments and causing people to implement unnecessary hacks?

Awesome more fixes, more bug squashing. I wish there was more investement in bug fix, quality of life and performance/automation of tasks.

While the engine didn’t crash on me (4.18 source build), I had custom structs and variables set to those struct types. If I modified the arrangement of the struct it completely corrupted the blueprint. Making it un compilable and the references to the variables broke and I couldn’t even delete them from the editor. Had to create the blueprint from scratch and now I’m staying away from structs like a disease.

“Cannot package project with assets contained in a folder named “Wolf”” … there has to be a story there :slight_smile:

I STILL can’t compile 4.18 from source because of the ‘MergeShaderCacheFile’ issue!

It’s all very well removing it from Visual Studio, but that doesn’t fix the when trying to package a binary build of the engine! Please fix this!

Just get rid of that line and change it to true or something. Not like you’ll ever need that tool to work.

Any news on this? There doesn’t seem to be an created for it so idk how to track it otherwise.

How to annoy an Unreal Engine user since 4.16

For me, I was in 4.17.1 and upgraded to first 4.18 and now recently to 4.18.1. In both updates, my blueprints cannot be nativized anymore, while in 4.17.1 they were. The problem I get in all my generated files is the same :

UATHelper: Packaging (Windows (64-bit)): D:\Projects\GuardianSpirit\Guardian_VR\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\C_MotionPawnFSM__pf2559089560.cpp(1328): error C2440: ‘<function-style-cast>’: cannot convert from ‘initializer list’ to ‘FBlueprintDependencyData’
UATHelper: Packaging (Windows (64-bit)): D:\Projects\GuardianSpirit\Guardian_VR\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\C_MotionPawnFSM__pf2559089560.cpp(1328): note: No constructor could take the source type, or constructor overload resolution was ambiguous

Is it known and is there a workaround for now?

Also, the shadercachetool solution not being able to build that I have to remove manually as described in 4.18 will NOT build from Source - C++ - Epic Developer Community Forums is a hinder to production. Is there a way to disable the adding of ShaderCacheTool to from the main UE4 solution?

Thanks!

Anyone had an when upgrading from 4.17 having all of there destructible meshes stop working? Not sure why but every destructible mesh became unusable…

Destruction is plugin now, turned off by default. Simply turn it off :slight_smile:
Please carefully read release notes before/while upgrading, there’s a lot meaningful details :slight_smile:

I see why people was complaining about performance. In 4.17, with nothing in the scene, I’d get 120fps on my GTX 970 in the editor. Now it never reaches 90fps.

EDIT: found out it was because I was sharing the screen with a friend through Skype.