I’m just working on a bug report now for macOS …looks like something is up with tessellation Anyone else on mac seeing anything like that?
tearERROR: An error occurred while caching: [47] SERVER HAS FAILED AND IS DISABLED UNTIL TIMED RETRY (Error ID: 9805e59fa4b0120c4149)
Cant submit this critical bug
I get some errors when running the below command for UE4.19 when **building the plugin in **macos, but other engine versions are all right. Who also catch this?
In below log, I can see that it want to copy an executable file (UE4Game), but it doesn’t need this when building the plugin.
We have just released Preview 3 for 4.19! Thank you for your continued help in testing the 4.19 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.
For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.
Fixed in Preview 3 Fixed! UE-54266 Crash on bake pose when skeleton contains a virtual bone Fixed! UE-53930 Copy Pose From Mesh causes jittering on applied mesh Fixed! UE-54552 Float precision issue in sample buffer reader Fixed! UE-54445 Sound breaks after return from sleep on Switch Fixed! UE-54407 GitHub 4439 : Removes ambiX -> FuMa conversion Fixed! UE-54265 GitHub 4428 : Fixing Envelope Bug in AudioMixer Fixed! UE-54566 Crypto settings for uasset/full asset pak file encryption read the wrong ini setting in C# Fixed! UE-54448 Enabling “Include app-local prerequisites” does not work - Causes errors or warnings Fixed! UE-54392 GitHub 4436 : Fix compile error when building BlankProgram because incorrect directory path Fixed! UE-54283 //UE4/Release-4.19 Binary stalls opening Project Browser at 45% - XGEControlWorker.exe is not recognized Fixed! UE-50020 Cannot use Goto Definition on Engine native function in Binary build Fixed! UE-54453 Failing to launch AR Template with Gradle enabled Fixed! UE-52186 Enabling Shader compilation via XGE for 4.18 Editor downloaded from Launcher doesn’t work, prevents shaders from compiling at all, editor from loading in some cases Fixed! UE-54404 [CrashReport] UE4Editor_CoreUObject!StaticConstructObject_Internal() [uobjectglobals.cpp:3144] Fixed! UE-54551 Assertion failed: !Obj->HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad|RF_ClassDefaultObject) || bIsOwnedByCDO referencing UObjectGlobals.cpp:2384 Fixed! UE-54468 Crash when duplicating map that is containing an invalid Level Script Actor Fixed! UE-53960 Packaging TM-Nat_BP test map with nativization fails : BP_SubobjectTest__pf3176591355.cpp(414): error C2065: ‘__Local__1’: undeclared identifier Fixed! UE-54531 Ensure when loading blueprint with custom node Fixed! UE-53954 Loading with Blueprint Compilation Manager cause a crash at UNavMovementComponent::UpdateNavAgent() Fixed! UE-53840 Compiling blueprint used as a subobject can result in a failure to resolve archetypes for instances Fixed! UE-54478 Filtering by architecture for ResonanceAudioApi for Android doesn’t work Fixed! UE-53569 tvOS does not package or launch-on Fixed! UE-50979 MP4 doesn’t resume playback when iOS 11 device wakes from sleep Fixed! UE-54538 [CrashReport] UE4Editor_Engine!FExpressionInput::Connect() [materialshared.cpp:129] Fixed! UE-54401 Skeletal cube displays black after building lighting OpenGL forward rendering Fixed! UE-54013 Owen’s clothes render completely black in Content Examples in OpenGL4 Fixed! UE-53945 EV100 viewport property does not have a descriptive name and does not function as expected Fixed! UE-52049 Hierarchical and normal Instanced Static Mesh Components do not maintain PerInstanceRandom values when transforms are modified Fixed! UE-42108 GitHub 3271 : Recompute tangent compute shaders in GL. Fixed! UE-54462 Possessable cameras are added to shots when using Add Master Sequence Fixed! UE-54057 Skeletal mesh jitters after being added to a level sequence and assigned an animation Fixed! UE-54543 [CrashReport] UE4Editor_FontEditor!FFontEditorViewportClient::HandleWindowDPIScaleChanged() [sfonteditorviewport.cpp:698] Fixed! UE-54302 Linux: Cook Failure when Packaging a Project Fixed! UE-54181 Painting foliage while simulating causes a crash Fixed! UE-45854 [CrashReport] UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::BuildTreeIfOutdated Fixed! UE-53776 Triangles and Vertices showing as ‘0’ in Static Mesh Editor for LODs other than LOD 0 Fixed! UE-54421 Crash having select foliage mode enabled and clicking in the viewport while simulating Fixed! UE-54396 Ensure after undoing the translation of a copy and pasted landscape Fixed! UE-54589 Crash when opening material layer Fixed! UE-54054 Using “Replace with child” creates 100+ variables Fixed! UE-54470 VR breaks camera rendering in sequencer animation Fixed! UE-54456 ARTemplate is crashing on start when launched from Binary Fixed! UE-54438 Remove VR Screen Percentage References Fixed! UE-54232 Crash while running HandheldARTemplate on Android Fixed! UE-54214 Crash when enabling Display Device Model setting for Motion controller component when no VR device is setup Fixed! UE-53724 Tracking to World Alignment Fixed! UE-54415 Google Resonance is enabled by default Fixed! UE-54410 [audiomixer] AudioComponentIDs are not passed to audio plugins
Update: I think the lighting scenarios actually do update reflections. So the problem remaining is that I don’t know how to update reflection manually after changing a set of materials to another set.
original post:
Hello, I am using lighting scenarios and I change materials on assets a lot but reflection didn’t update anymore in runtime since 4.18. And it looks like they still don’t do it proper. It seems to be better than in 4.18 somehow but reflection is also affected through color changes. Let’s say I have some tiles in a bathroom and I change the color of the tiles in runtime it will show me the old color in the mirror which looks weird.
r.reflectioncapture used to update the reflection manually (in 4.16) but this command is not recognized anymore. Is there a replacement? - I was hoping to be able to use the improvements in lighting in the last 2 versions but looks like anyone using lighting scenarios is stuck with 4.16
As of current preview, there is no possibility to render in blueprint using canvas, (UCanvas::K2_DrawMaterialTriangle always ends up with assert in FLocalVertexFactory::SetData (check(IsInRenderingThread()))
screenshot of simple blueprint ilustrating problem below.
We depend on this feature to draw our minimap overlay …
Please, we need help with UE-42339. Our Google VR iOS app crash at launch when we build for shipping. We are on a deadline, can we get some sort of workaround to this issue?
This bug suckerpuched us at the last step of our developer cycle as we are ready to publish and we are helpless on finding a solution on our own, is a showstopper.
Landscape randomly disappears while playing in editor - some landscape sections just dissapear after hitting ‘play’ (or playing in standalone mode) - shader in question is nothing fancy, just 4 layers & tesselation, and works correctly in 4.18.
Two screenshot attached, the first one is from play, the second from editor, as you can see, while playing some terrain sections just vanished (foliage assigned to them is still rendering).
I’v tried dissable occlusion culling in project settings, but the result is still that same. (terrain is 16x16 sections and is in the center of the world (translation is 0,0,0, scale 100, 100, 100))
In order to make the layered material system work with landscape most flexible, it would require to have a LandscapeLayerSample Parameter that can be exposed in a blend function. So you can just add a new layer select the LandscapeLayerSample blend function and choose the landscape layer you want. Is there something like this planed?
More cases of broken landscape (created empty map, and just put 8x8 landscape with simple material (without tesselation this time) on it, and press play.
Reminder that previews don’t come with instructions for all the new features yet (they include that with Release Notes generally), so you need to dig to enable some things if you want to try them before hand.
Maya is still missing some files, even with that .mll file from the manual build. Why is it so hard for Epic to simply respond to this and briefly show how to set it up?
Multiple people have asked for it and they even teased the feature in yesterday’s stream. If they don’t want us to use it yet, they should simply say it. But not responding at all is just annoying.
I’m not sure if this related to the preview build but just in case I thought I should mention the following.
Firstly here’s the good news…
I’ve been prototyping in 4.19 Preview 2 and now 3 (building and running on Android)
I installed VS Community 2017 and then 2015, then 4.19 preview 2, then Codeworks for Android.
I’ve been able to build and run on Android just fine. (I’m working with Blueprints only)
I was prototyping away and thought I should probably run it… I believe it’s the first time I’ve tried to run it since the preview changed to 3.
I got this error during the build/run process:
“Module ‘ResonanceAudio’ not found”.
Interestingly the error message also said that I should try disabling the plugin, which was odd, given how it was unticked.
So I ticked the box, restarted the editor and building again seemed to fix it.
I’ve no idea if this is related to Preview 3, but thought I should mention it in case.
I don’t think it’s because of something I’ve done, but it’s always a possibility… :0
thanks,
Sabre.
p.s.
I also get these warnings in the log, which are odd given I’m working on a prototype that started in a completely blank project with no starter content:
LogLinker: Warning: Can’t find file ‘/Game/FlyingBP/FlyingOverview’
LogLinker: Warning: Can’t find file ‘/Game/FlyingBP/FlyingOverview’
LogUObjectGlobals: Warning: Failed to find object ‘Class /Game/FlyingBP/FlyingOverview.FlyingOverview_C’