Unreal Engine 4.19 Preview

I hope Epic is developing ARCore preview project because the old ones don’t work anymore since some nodes has changed/unified.

two bugs found

  1. Long sceletal animation in sequencer (custom animation mode. Short animation sequence works fine) - crash
  2. Deep content folder hierarchy 4+ (or many folders with name 1 2 3 … 34 (large catalogue hierarchy in my project)) - ERROR: System.ArgumentException: Staged filesystem reference may not start with a path separator or contain an empty path fragment

Skeleton enable per poly collision is not working… !

Check the Handheld AR Template in the “New Project” menu for a full example of how the unified AR API (compatible with ARKit and ARCore) works. It includes a debug menu with nearly all blueprint calls, simple object spawning, handling AR sessions and more!

Unreal Engine 4.19 Preview 3 Hello!
The green Emitters panel is not displayed.

But she is there! :slight_smile:

Please report using AH and new bug reporting system.

But still no alembic improvement?

[SM5] /Engine/Generated/Material.ush(1414,8-25): error X3004: undeclared identifier ‘View_ExposureScale’ View.ExposureScale Error
[SM5] /Engine/Generated/Material.ush(1414,1-26): error X3080: ‘CustomExpression0’: function must return a value
Material Expression Error in 4.19.3 on compiling shaders

Maybe Live Link for Blender? Or it’s just my dream? :slight_smile:

Several improvements were mentioned in this post Unreal Engine Improvements for Fortnite: Battle Royale - Unreal Engine, that I cannot find in this thread. Specifically regarding Networking and Input latency, are those still present in the Preview build?

I see there are no fixes coming for Gear VR multivew and multiview direct crashes :frowning:

It’s still not possible to build for iOS on Windows with a blueprint-only project. This has been broken since 4.17 for me.
On 4.16 it works perfectly.
Has anyone managed to do this?

I noticed this in Trello roadmap done for 4.19:-

Engine now compiles cleanly without Physx.
Interesting - does this mean UE4 no longer coupled tightly to Physx?

UPDATE!

We have just released Preview 4 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 4
Fixed! UE-54652 Can’t remove a connected Maya source from the client list after connecting
Fixed! UE-54116 Crash when Activating Cloth Paint after closing a Skeletal Mesh Editor tab
Fixed! UE-54703 Crash Occurs When Creating Pose Asset from an Animation in Persona
Fixed! UE-54643 Maya Crashes when unloading the MayaLiveLink.mll plugin
Fixed! UE-54712 Maya doesn’t appear as a live link connection immediately
Fixed! UE-54572 If you enable live link with no source the editor crashes
Fixed! UE-54213 [CrashReport] UE4Editor_CoreUObject!UObjectBaseUtility::IsA() [uobjectbaseutility.cpp:278]
Fixed! UE-52557 Resolve “Remove from Mesh” changes when creating a clothing asset.
Fixed! UE-54817 Wrong PhysX libs used in debug builds
Fixed! UE-54568 GitHub 4452 : Fixed FindFilesRecursively in IPlatformFilePak
Fixed! UE-54179 Rebuild (with hot reload) fails on newly-created projects
Fixed! UE-53855 OptimizeCode = CodeOptimization.Always breaks Debug builds (Linux, maybe more)
Fixed! UE-54780 SimpleComposure’s BP_AdvancedCompositing keep allocating memory
Fixed! UE-48433 [CrashReport] UObjectBaseUtility::IsA | UObjectProperty::SerializeItem
Fixed! UE-54845 Crash in Kite Demo pressing Page Up during cinematic
Fixed! UE-51726 [CrashReport] Failed assert during BP compilation (trying to call a default delegate) (UE4Editor_KismetCompiler!FScriptBuilderBase::EmitFunctionCall() [kismetcompilervmbackend.cpp:1216])
Fixed! UE-48429 [CrashReport] UE4Editor_CoreUObject!UObjectBase::IsValidLowLevelFast() [uobjectbase.cpp:294]
Fixed! UE-54583 Async asset load in a loop only tracks the last file name
Fixed! UE-54193 Circular reference compiling with blueprint open may occur crash
Fixed! UE-53840 Compiling blueprint used as a subobject can result in a failure to resolve archetypes for instances
Fixed! UE-54634 Make Array bug with class hierarchy
Fixed! UE-54753 CLONE - Spawn Actor from Class Browse to asset doesn’t work anymore
Fixed! UE-54175 Selecting For Distribution no longer sets configuration to Shipping
Fixed! UE-54317 DXT apps fail on first launch when ‘For Distribution’ enabled, Unsupported Texture Format
Fixed! UE-54301 Match3 audio plays on device when app is no longer focused
Fixed! UE-52637 App fails to Open When Packaged with ‘For Distribution’ on Android
Fixed! UE-54681 GetNativeResource was removed incorrectly from Vulkan texture implementations
Fixed! UE-53830 Texture Paint brush isn’t visible when trying to paint a mesh
Fixed! UE-52356 Dynamicmally changing tex coords in CPU skinning broken (used by ‘Show Selected Bone Weight’)
Fixed! UE-51458 Hidden Actors Array is not accessible in Scene capture 2D properties
Fixed! UE-54394 Crash when launching EngineTest with -vulkan referencing ShaderCompiler.cpp
Fixed! UE-54471 Crash running EngineTest with OpenGL4 - Assertion failed: MaxDomainTextureImageUnits != -1
Fixed! UE-54655 Dynamic Resolution is not supported on this platform warning message is always visible
Fixed! UE-54838 Editor not rendering foliage
Fixed! UE-54624 Crash Occurs When Simulating in Editor and Copying Camera Key in One Sequence Then Opening a Second Sequence
Fixed! UE-54620 Crash Occurs When Opening a Second Sequence After Altering the First While Simulating in Editor
Fixed! UE-54365 [CrashReport] UE4Editor_WmfMedia!FWmfMediaTracks::AddTrackToTopology() [wmfmediatracks.cpp:923]
Fixed! UE-54680 Messaging: Dangling references when removing message subscribers
Fixed! UE-53379 Cascade Particle Systems with multiple emitters render black
Fixed! UE-54345 Binary build Python plugin is non-functional
Fixed! UE-54704 Favorite Folder saving can balloon config file
Fixed! UE-54630 Linux: Makefile no longer opens after project creation for Code projects
Fixed! UE-54830 Mac editor ignores error code returned from GuardedMain() function and exits with code 0
Fixed! UE-54737 Assert attempting to expand a Vector Parameter within a Material Layer asset
Fixed! UE-54631 Crash when filtering a dropdown with no set value
Fixed! UE-51470 [CrashReport] UE4Editor_UMG!UWidget::GetParent() [widget.cpp:610]
Fixed! UE-54024 ARCore - Android - No device prompt for camera permissions
Fixed! UE-54725 Envelope Attack and Release values on Synth Components are not set properly
Fixed! UE-54865 [New audio engine] Delay submix effect can cause a massive allocation

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

With 4.19 Preview 4, I seem to have issues with opening and compiling existing 4.19 Preview 3 projects and creating new blank cpp projects.
Verified on 3 different machines and installations, note(updated on first machine and copied to the next 2 via education installation update procedures):

Updated from 4.19 Preview 3
Windows 10 Pro (1709 OS Build 16299.125, 1709 OS Build 16299.192) and Windows 10 Enterprise (1703 OS Build 15063.786)
running VS2017 15.5.6, and 15.5.3
GTX 1070, GTX 1060 and Quadro K2000m



1>------ Build started: Project: test419preview4cpp, Configuration: Development_Editor x64 ------
1>Creating makefile for hot reloading test419preview4cppEditor (no existing makefile)
1>While compiling C:\Program Files\Epic Games\UE_4.19\Engine\Intermediate\Build\BuildRules\UE4Rules.dll:
1>UnrealBuildTool : error : c:\Program Files\Epic Games\UE_4.19\Engine\Plugins\Experimental\LiveLink\Source\LiveLink\LiveLink.Build.cs(5,18) : error CS0101: The namespace 'UnrealBuildTool.Rules' already contains a definition for 'LiveLink'
1>UnrealBuildTool : error : c:\Program Files\Epic Games\UE_4.19\Engine\Plugins\Experimental\LiveLink\Source\LiveLinkEditor\LiveLinkEditor.Build.cs(5,15) : error CS0101: The namespace 'UnrealBuildTool.Rules' already contains a definition for 'LiveLinkEditor'
1>UnrealBuildTool : error : Unable to compile source files.
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.19\Engine\Build\BatchFiles\Build.bat" test419preview4cppEditor Win64 Development "C:\Users\user\Documents\Unreal Projects	est419preview4cpp	est419preview4cpp.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "test419preview4cpp.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
========== Deploy: 0 succeeded, 0 failed, 0 skipped ==========



However, It will compile and run if I disable the plugin by renaming.
C:\Program Files\Epic Games\UE_4.19\Engine\Plugins\Experimental\LiveLink\LiveLink.uplugin.disabled [HR][/HR]Another separate compiling issue after resolving that, due to updating the installations by merely copying from an updated machine with 4.19 Preview 4 was with duplicate source header files (CsvProfiler.h) seems it was moved to another directory



1>------ Build started: Project: Test419Preview4cpp, Configuration: Development_Editor x64 ------
1>Compiling game modules for hot reload
1>Performing 7 actions (4 in parallel)
1>SharedPCH.Engine.cpp
1>c:\program files\epic games\ue_4.19\engine\source\runtime\engine\public\SceneUtils.h(169): error C4042: 'unnamed-parameter': has bad storage class
1>c:\program files\epic games\ue_4.19\engine\source\runtime\engine\public\SceneUtils.h(169): error C2061: syntax error: identifier 'GPU'
1>c:\program files\epic games\ue_4.19\engine\source\runtime\engine\public\SceneUtils.h(169): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>UnrealBuildTool : error : UBT ERROR: Failed to produce item: C:\Users\Justin\Documents\Unreal Projects\Test419Preview4cpp\Binaries\Win64\UE4Editor-Test419Preview4cpp-398.dll
1>Total build time: 15.81 seconds (Local executor: 0.00 seconds)
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.19\Engine\Build\BatchFiles\Build.bat" Test419Preview4cppEditor Win64 Development "C:\Users\user\Documents\Unreal Projects\Test419Preview4cpp\Test419Preview4cpp.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "Test419Preview4cpp.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
========== Deploy: 0 succeeded, 0 failed, 0 skipped ==========


referring to



168 #if HAS_GPU_STATS
169 CSV_DECLARE_CATEGORY_MODULE_EXTERN(ENGINE_API,GPU);
170 #define DECLARE_GPU_STAT(StatName) DECLARE_FLOAT_COUNTER_STAT(TEXT(#StatName), Stat_GPU_##StatName, STATGROUP_GPU); CSV_DEFINE_STAT(GPU,StatName);


which is declared in
c:\Program Files\Epic Games\UE_4.19\Engine\Source\Runtime\Core\Public\ProfilingDebugging\CsvProfiler.h
but was instead using the old
c:\Program Files\Epic Games\UE_4.19\Engine\Source\Runtime\Engine\Public\CsvProfiler.h

Solution: remove c:\Program Files\Epic Games\UE_4.19\Engine\Source\ before copying updated source files

4.19 P4:

AR Template crashes on android device when exporting with “For Distribution”. It crashes just before the camera feed becomes visible.
It does not crash when I export as a “development” build. (ie: without For Distribution").
(FYI: exporting as Android ASTC)

Where can I find the live link plugin files for Maya?

You can find it here :
https://github.com/EpicGames/UnrealEngine/tree/4.19/Engine/Source/Programs/MayaLiveLinkPlugin

@Jackblue thank you!

If I were to install Preview 4, and the final version came out, would I need to re-download the whole engine again or would it just normally update when it releases?