Thanks. German was causing confusion in the agnostic parsing case since it uses dot as a group separator. I’ve fixed this for preview 2 and we no longer consider group separators for numeric inputs, which allows both “123,5” and “123.5” to parse as “123.5” when using a German locale.
Are there any plans to expand the experimental ProxyLOD plugin to replace the need for a Simplygon license entirely? I would love to have a built-in solution for e.g. skeletal mesh LODs.
Instanced Static Meshes using PerInstanceRandom in a material get garbage values in editor. Very noticeable when plugging PerInstanceRandom into world position offset. Newly created instances look fine until the editor is restarted. Always looks fine in PIE though.
Still having Metal hang on macOS when “Real-Time Thumbnails” is enabled when going into the landscape painting tool.
Many metal hangs all over the place when focus is lost.
I’ve confirmed this is a regression, it does not behave this way in 4.18.3
Aww still doesn’t show me as a marketplace person
It should Let me know if it doesnt!
Any update on material instructions being different in 4.19?
I just downloaded the preview 1 from the launcher.
Created a new c++ project (TPS template, no starter content), and (as usual) it could not compile. I tried to compile it from visual studio, which was successfull, but could not find the module.
After a few tries, deleting intermediate and build folders, I have managed to load the project in the editor.
Found out that clion intergration is in the editor and is on by default. The first odd thing I could not find the settings for clion, as I remember it used to be in the project settings in the plugins section, but now it is nowhere to found. The main menu has the generate clion project files though, a clicked on it and got this error:
LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘Engine/Tutorial/Installation/InstallingVisualStudioTutorial’ is not a standard unreal filename or a long path name. Reason: Path should start with a ‘/’
Running D:/Program/Epic/UE_4.19/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=“D:/Project/Temp/UE4_19_preview_test/Test/Test.uproject” -game -rocket -progress
Discovering modules, targets and source code for project…
What am I doing wrong here?
Thanks
Peet
Dynamic Resolution that’s a neat new addition I been wanting to add this on test projects for some time and glad its now a possibility.
There’s something I’m a bit confused about; the transition from 4.18.3 to 4.19 (via git, because I like pain I guess) unearthed a new and random warning spam that – as far as I can tell – should have also existed prior to 4.19:
11>e:\joymachine\joyengine\engine\source\runtime\rhi\public\RHICommandList.h(1534): warning C4265: ‘FRHICommandBeginAccumulation’: class has virtual functions, but destructor is not virtual 11> instances of this class may not be destructed correctly 11>e:\joymachine\joyengine\engine\source\runtime\rhi\public\RHICommandList.h(1551): warning C4265: ‘FRHICommandRenderVolume’: class has virtual functions, but destructor is not virtual 11> instances of this class may not be destructed correctly This is custom code that I’ve added, but the odd thing is that they’re fairly simple command list setups derived from [FONT=courier new]FRHICommand; the odd thing is that, of the four commands that I’ve added, only two of them are spewing this warning (and the two that aren’t are not all that different from the two that give off warnings).
I racked my brain for like two hours and tried to figure out what might have changed to impact this between 4.18.3 and 4.19.0 and I didn’t see anything that stuck out. And it’s a warning that could potentially be ignored, but it is awful spammy.
Update:
Sweet! After another hour or two, I’ve got on track
Looks like the clion project generator fix is indeed the missing piece.
After playing with CodeLite for a bit, the idea to spend more time to generate the cmake file through the UnrealBuildTool got stuck with me. As usual, more than an hour got wasted to find a simple manual error on my part- the build tool likes the complete path to the project.
The CMake file generation won’t be successful when using:
mono UnrealBuildTool.exe -ProjectFiles -cmakefiles -project="~/Documents/Unreal_Projects/MyProject/MyProject.uproject" -game -engine -progress
After awhile, I’ve found some post that outlined that the full path has to be used. Lo and behold, the cmake file was finally generated with:
mono UnrealBuildTool.exe -ProjectFiles -cmakefile -project="/Users/<user_name>/Documents/Unreal_Projects/MyProject/MyProject.uproject" -game -engine -progress
The “Open CLion” menu was shown as expected inside Unreal and I’m more than happy to be using CLion natively Awesome!
For anyone else having the same issue, this seems like an easy workaround with minimum effort required. Create the c++ project, use the UnrealBuildTool to generate the cmake project files (using the full path to the project) and everything should work as expected at this point.
Original:
I have submitted a bug for Preview 1 when I tried to use the integrated CLion plugin and was excited to check if Preview 2 has resolved the issues.
Looks like I still won’t be able to use the built-in integration.
Just downloaded the preview from the launcher on my Mac. Created c++ first person project with no starter content and used Generate CLion Project. There’s no output in the logs or generated CMake file, nor “Open CLion” menu appearing.
I have been looking into the git repo and found this Pull Request that is awaiting review: Fix missing CLion project generator. Looks like it will be needed for the cmake file to be generated. This falls in line with one of the messages in the thread for the pull request where the commits for the integrated CLion plugin are visible:
My machine doesn’t have enough space at the moment for me to test the bug fix by building UE4 from source.
What I find interesting is that I did manage to get the similar error message as@Peet3D . To do so, with a project created with 4.19 Preview 2 and enabled CLion integration, I have also installed the standalone CLionSourceCodeAccess plugin for 4.18 as standalone project plugin and rebuild the project. In this case, the CMake file is created resulting an error in UE4.19 about missing *InstallingXCodeTutorial *file and invalid cmake file on the side of CLion with an error on line 12. There could be some connection there.
I will create a new bug report for Preview 2 later today when I have the time to double check what I have found so far and test some other ideas. Maybe CodeLite workaround to grab the cmake file generated?
Fingers crossed for working CLion integration with Preview 3
My Gear VR app built with 4.19pre2 crashes on launch on the device Posted here: https://answers.unrealengine.com/questions/752015/gear-vr-app-crashes-right-after-launch.html
Thank you for the feedback! (and too all those that sent messages as well!)
So the changes that were made to bring the plugin into the master branch got rid of the need for the settings section, and made it work “out of the box”, or so we had all hoped
The heavy lifting that the plugin did prior to make the CMakeLists files was moved into the Unreal Build Tool itself as its base CMake implementation. This was to fit into the UE way of managing the project files and also removed a lot of extra processing that the plugin was doing (it was generating codelite and then reparsing that). That removed the need for the settings section as it allowed UBT to do its own thing , and pull from its own references. I also had a better understanding of the process thanks to the team at Epic and JetBrains so I could cut out some extra steps.
There is a catch with that ‘process’ though is that it highlights some other issues that we’ve seen in the past where there are missing files in distributed builds and platform specific issues with missing files as well. I too have seen the InstallingXCodeTutorial issue before (tear - and i was testing on macOS). I hadn’t seen it lately, or in the previews so I had thought someone at Epic had caught where it was happening in the build chain. I’ll ping a few people and take a peak this week as well.
More to the point however, I just tried it on the Preview 2 Rocket Build and see UBT bailing out …
Running Mono...
Setting up Mono
/Users/Shared/Epic Games/UE_4.19/Engine /Users/Shared/Epic Games/UE_4.19/Engine/Binaries/Mac
Discovering modules, targets and source code for project...
Nothing happens after that… so looks like I know what I’m digging into today
Found the issue … it looks like somewhere in the preview cycle parts were altered which passed the argument to UBT to use cmake instead of vs/xcode so its generating the wrong type. Contacting the powers at be.
(I’ve tested on a build from yesterday the problem is still there)
Thanks for the reply !
I’ve just seen your new comments right after I updated my post with a workaround.
Looking forward to the next previews!
Clion integration fails to generate Clion project:
- Set Clion as default Editor, create new C++ project - new project generates VS stuff (nothing related to Clion). Could live with this though.
- Choose File -> Generate Clion project - modal window is shown, some progress is happening, but I do not find any changes in project.
The only way I had managed to overcome this was opening Clion manualy and creating C++ EXE project on this folder by myself. That generates CMakeLists and UE becomes happier. Now I can see Open Clion menu option, also clicking on C++ classes opens them in Clion. But… as Engine source is outside of project folder, all includes of engine headers are red. Also pressing Refresh Clion project doesn’t look like doing something. As I understand CMakeLists.txt should be updated.
hi every one,
unreal crash when i try to type something in console, any one have this issue ? i already sent a crash report
Hi there,
I’m having trouble building the source (since preview 1 and grabbing changes whenever they appear hoping for something that might fix it). For me it always fails right at the end when building the DLLs and always at “UE4Editor-ProxyLODMeshReduction.dll”
Severity Code Description Project File Line Suppression State
Error LNK2001 unresolved external symbol "__declspec(dllimport) public: class openvdb::v4_0_1::math::Vec3<double> __cdecl openvdb::v4_0_1::math::Transform::indexToWorld(class openvdb::v4_0_1::math::Coord const &)const " (__imp_?indexToWorld@Transform@math@v4_0_1@openvdb@@QEBA?AV?$Vec3@N@234@AEBVCoord@234@@Z) UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\Module.ProxyLODMeshReduction.cpp.obj 1
Error LNK2001 unresolved external symbol "__declspec(dllimport) public: class openvdb::v4_0_1::math::Coord __cdecl openvdb::v4_0_1::math::Transform::worldToIndexCellCentered(class openvdb::v4_0_1::math::Vec3<double> const &)const " (__imp_?worldToIndexCellCentered@Transform@math@v4_0_1@openvdb@@QEBA?AVCoord@234@AEBV?$Vec3@N@234@@Z) UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\Module.ProxyLODMeshReduction.cpp.obj 1
Error LNK2001 unresolved external symbol "__declspec(dllimport) public: void __cdecl openvdb::v4_0_1::GridBase::setTransform(class std::shared_ptr<class openvdb::v4_0_1::math::Transform>)" (__imp_?setTransform@GridBase@v4_0_1@openvdb@@QEAAXV?$shared_ptr@VTransform@math@v4_0_1@openvdb@@@std@@@Z) UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\Module.ProxyLODMeshReduction.cpp.obj 1
Error LNK2001 unresolved external symbol "__declspec(dllimport) public: class openvdb::v4_0_1::math::Vec3<double> __cdecl openvdb::v4_0_1::GridBase::voxelSize(void)const " (__imp_?voxelSize@GridBase@v4_0_1@openvdb@@QEBA?AV?$Vec3@N@math@23@XZ) UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\Module.ProxyLODMeshReduction.cpp.obj 1
Error LNK2001 unresolved external symbol "__declspec(dllimport) class openvdb::v4_0_1::math::Vec3<double> __cdecl openvdb::v4_0_1::math::closestPointOnTriangleToPoint(class openvdb::v4_0_1::math::Vec3<double> const &,class openvdb::v4_0_1::math::Vec3<double> const &,class openvdb::v4_0_1::math::Vec3<double> const &,class openvdb::v4_0_1::math::Vec3<double> const &,class openvdb::v4_0_1::math::Vec3<double> &)" (__imp_?closestPointOnTriangleToPoint@math@v4_0_1@openvdb@@YA?AV?$Vec3@N@123@AEBV4123@000AEAV4123@@Z) UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\Module.ProxyLODMeshReduction.cpp.obj 1
Error LNK2001 unresolved external symbol "__declspec(dllimport) private: static union half::uif * half::_toFloat" (__imp_?_toFloat@half@@0PATuif@1@A) UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\Module.ProxyLODMeshReduction.cpp.obj 1
Error LNK2001 unresolved external symbol "__declspec(dllimport) unsigned int const openvdb::v4_0_1::util::INVALID_IDX" (__imp_?INVALID_IDX@util@v4_0_1@openvdb@@3IB) UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\Module.ProxyLODMeshReduction.cpp.obj 1
Error LNK2001 unresolved external symbol "__declspec(dllimport) class openvdb::v4_0_1::math::Coord const * const openvdb::v4_0_1::util::COORD_OFFSETS" (__imp_?COORD_OFFSETS@util@v4_0_1@openvdb@@3QBVCoord@math@23@B) UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\Module.ProxyLODMeshReduction.cpp.obj 1
Error LNK1120 8 unresolved externals UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Plugins\Experimental\ProxyLODPlugin\Binaries\Win64\UE4Editor-ProxyLODMeshReduction.dll 1
Error BUILD FAILED: all UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\FBuild 1
Error Failed to produce item: F:\FigmentSoftware\UnrealEngineTesting\Engine\Binaries\Win64\UE4Editor-UnrealEd.pdb UE4 F:\FigmentSoftware\UnrealEngineTesting\Engine\Intermediate\ProjectFiles\ERROR 1
Error MSB3075 The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command. UE4 C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
I’ve been stuck for about a week. Google’s turned up nothing helpful for me. Help would be greatly appreciated.
Many thanks!
Is this the build with decreased input latency?
Hi!
I have tried the workaround what @Pak0St has mentioned, and turned out to be a working solution. If you explicitly provide the console command the absolute paths, the build runs without error. I even can open in clion, but from there, not everything looks ok.
First of all, I get these errors:
“C:\Program Files\JetBrains\CLion 2017.1.3\bin\cmake\bin\cmake.exe” -DCMAKE_BUILD_TYPE=Debug -G “CodeBlocks - MinGW Makefiles” D:\Project\Temp\UE4_19_preview_test\Test
CMake Warning (dev) at CMakeLists.txt:13 (include):
Syntax error in cmake code at
D:/Project/Temp/UE4_19_preview_test/Test/CMakeLists.txt:13
when parsing string
d:\Project\Temp\UE4_19_preview_test\Test\Intermediate\ProjectFiles\cmake-includes.cmake
Invalid escape sequence \P
Policy CMP0010 is not set: Bad variable reference syntax is an error. Run
“cmake --help-policy CMP0010” for policy details. Use the cmake_policy
command to set the policy and suppress this warning.
I goes like this for a couple of lines (13-20), and then the final few lines of error is the following:
Second of all, I could not get proper syntax highlight because the intellisense does not pick up Unreal Classes, and does not find the included headers. Do I need to setup anything engine related headers path or something? (It does not recognize macros either obviously)
Interestingly enough though the intellisense could autocomplete the code I start to type in, but after the type completion it says could not resolve type… strange.
When building a server in Frontend, FActorSpawnParameters is undeclared for some reason. It compiles fine for editor and a packaged standalone game/client.