Agreed. They’ll bring early 4.20 and new tech to GDC. My bet for 4.19 is also this or next week.
Issue with landscape tessellation based on aspect ratio; square aspects seem to cause objects to “float” while they are correct with wide aspects: Imgur: The magic of the Internet
Thanks for the clear up . Anticipation is huge with all of us
How to use AudioCapture?
Same here, seems like running a dedicated server from Editor doesn’t set the UE_SERVER macro.
GPU particles warm-up time is (still) not fixed.
@**Amanda.Bott **Hmm… No commits for the past 5 day… Is it happening today ? Or maybe Preview 5 ?
That’s my guess. All other previews had on going commits, now nothing. Hopefully 4.19 soon!
When working with a new project from the VR template and using 4.19 Preview 4, the game freezes when I run it in VR Preview Mode after a minute. This appears to be dependent on the time set in Project Settings -> Engine -> Garbage Collection -> Time Between Purging Pending Kill Objects, which is set at 61 seconds by default. I changed it to 81 seconds and the game lasted 81 seconds before freezing. This is also happening for another VR project of mine. This behavior does not occur with 4.18.3 on my system. Can anyone else confirm this behavior on their system?
Interesting, myself and 2 other devs face this issue as well, but it happened to us on 4.18 too, and hoped that 4.19 may have fixed it
FYI: It has been fixed by Oculus with the 1.23.0 Integration:
I really hope Epic’s 4.19 final release has 1.23.0 Oculus Plugin in it!?
I like your optimism
I noticed it as well, its an infinite loop in the garbage collector, there are some UObjects that never actually finish destructing and it just loops over them over and over. I was trying to find the root cause before submitting a report, but maybe you should just submit one as is?
I would love to be able to rename the channels for the Channel Mask Parameter!
I might have different dirt textures for example, and I want to easily see what I have to choose from.
EDIT: Solved.
Hmm, I’ve been having a hard time getting my game to package with a custom non-native resolution on Windows, e.g. I’m trying to have my game switch to a “true” fullscreen at 1280x720. I know that for most purposes the r.ScreenPercentage command is preferable (especially with the new temporal upscaling), but all of my machines have 4K monitors but only very average GPUs, so being able to set the desktop resolution as well improves performance drastically.
In the past, I’ve always been able to either use “r.SetRes 1280x720F” when the game starts or modify the ResolutionSizeX, ResolutionSizeY, bUseDesktopResolutionForFullscreen, and **FullscreenMode **values in DefaultGameUserSettings.ini .
Would someone be so kind as to confirm that both of these methods these are actually broken, rather than this being some other issue specific to my machine/project?
I’ve also noticed that using r.ScreenPercentage during playback seems to cause issues with reflections, but I’m not sure if it’s related to SSR, reflection captures, or both. I’m guessing some render target might not be scaling properly, but I haven’t been able to confirm.
Thanks for the feedback, I’ve submitted a bug today.
Hey guys. I’m getting weird DFAO flickering when looking through both Standard and Cinematic Cameras on 4.19. Same project works just fine on 4.18…
Same here…
The cooking/packaging process using Blueprint nativization crashes for me using UE 4.19 Pre 4 - it works fine with UE 4.18. Code generation seems to be broken. Does anyone else have this issue? I reported the bug, but I don’t have a minimal project to reproduce… Crash is in UE4Editor-BlueprintCompilerCppBackend.dll.
Regarding the release schedule; anyone who has been keeping tabs for the past few years would probably note that our normal release process tends to get somewhat altered in the run up to GDC, and this year is no exception. We are targeting to release 4.19.0 before GDC, but you can expect an extended Preview period.
Cheers