There was a problem with the Linux compilation.
Here is the error: clang-5.0: error: invalid linker name in argument ‘-fuse-ld=lld’
Problem solved by installng lld. sudo dnf install lld
What’s the right way to query which VR module is in use now? In 4.18 I used this:
if (GEngine->XRSystem.IsValid() && GEngine->XRSystem->GetHMDDevice() && GEngine->XRSystem->GetHMDDevice()->GetHMDDeviceType() == EHMDDeviceType::DT_SteamVR)
GetHMDDeviceType seems to have gone away.
edit: it seems to be
GEngine->XRSystem->GetSystemName()
Bug Fix: Removed the Inverse Lerp node and redirected it to Normalize To Range. Also Fixed incorrect value being returned by Normalize To Range when Range Min and Range Max are equal.
Why has this been removed then changed to Normalize To Range? they don’t even have the same behavior.
Can confirm this as well. Folders are nowhere to be found.
Command “stat fps” dont work
YuriNK
(YuriNK)
March 15, 2018, 1:02pm
49
If you’re using VR, It’s just outside of the visible area.
Tomza
(Tomza)
March 15, 2018, 2:00pm
50
Hi all,
I have got some problems with OnPerceptionUpdated:
Severity Code Description Project File Line Suppression State
Error (active) E0304 no instance of function template “FPerceptionUpdatedDelegate::__Internal_AddDynamic” matches the argument list ZSFS_I d:\ZSFS_I\Source\ZSFS_I\ZSFSEnemy1ConBase.cpp 45
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<AZSFSEnemy1ConBase>(UserClass ,void (__cdecl AZSFSEnemy1ConBase:: )(const TArray<AActor ,FDefaultAllocator> &),FName)’: cannot convert argument 2 from 'void (__cdecl AZSFSEnemy1ConBase:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl AZSFSEnemy1ConBase:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\ZSFSEnemy1ConBase.cpp 45
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<AMainHeroConBase>(UserClass ,void (__cdecl AMainHeroConBase:: )(const TArray<AActor ,FDefaultAllocator> &),FName)’: cannot convert argument 2 from 'void (__cdecl AMainHeroConBase:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl AMainHeroConBase:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\MainHeroConBase.cpp 44
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<ABHController>(UserClass ,void (__cdecl ABHController:: )(const TArray<AActor ,FDefaultAllocator> &),FName)’: cannot convert argument 2 from 'void (__cdecl ABHController:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl ABHController:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\BHController.cpp 40
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<ALav25ConBase>(UserClass ,void (__cdecl ALav25ConBase:: )(const TArray<AActor ,FDefaultAllocator> &),FName)’: cannot convert argument 2 from 'void (__cdecl ALav25ConBase:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl ALav25ConBase:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\Lav25ConBase.cpp 37
Error UBT ERROR: Failed to produce item: D:\ZSFS_I\Binaries\Win64\UE4Editor-ZSFS_I.dll ZSFS_I D:\ZSFS_I\Intermediate\ProjectFiles\UnrealBuildTool 1
Error MSB3075 The command ““C:\Program Files\Epic Games\UE_4.19\Engine\Build\BatchFiles\Build.bat” ZSFS_IEditor Win64 Development “D:\ZSFS_I\ZSFS_I.uproject” -WaitMutex -FromMsBuild” exited with code 5. Please verify that you have sufficient rights to run this command. ZSFS_I C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
Yes i use VR how i can set the position?
Sean_L
(Sean_L)
March 15, 2018, 2:54pm
52
Thanks for pointing this out. I’ve logged a ticket for this, which you can track here: Unreal Engine Issues and Bug Tracker (UE-56175)
Have a great day
motorsep
(motorsep)
March 15, 2018, 3:03pm
53
Report using proper bug report system. There is no way to set position for the counter and I didn’t have any issues seeing stat fps counter in VR using 4.19 preview 5 (didn’t use pre6 in VR).
Hevedy:
I reported a problem with the landscape, but after see Epic put a image of the new landscape and can’t see themselves that is total terrible I won’t report any more it. In the image you posted and as in all new landscapes all the LODs 0,1,2,3 are collapsed in the same zone as you can see from the image:
https://dnnrz1gqa.blob.core.windows…rBZj7Oiaxxo%3D
https://dnnrz1gqa.blob.core.windows…e3KauNBCMCo%3D
And this is total bad for performance, as even the LOD0 go up km or lots of m before go out. As you can see all the LODs are collapsed.
But I imagine this is a update for Unreal Studio and Cinematics so whatever
Hello @Hevedy ,
Thank you for your report, however, please submit a bug report to our Bug Submission Form so that we can take a look and enter it into our database if we are able to reproduce it.
Edit: I apologize, I just saw that you have already reported this. If it was through the form linked above, please let me know the exact name of the report you sent and I will search for it and check the status of the report.
Sean_L
(Sean_L)
March 15, 2018, 3:12pm
55
Since the Submission Form seems to be useless (submitted this crash 3 times in three different Preview Versions)
The Editor crashes when I try to type something into the console.
LoginId:a2c278d349fd7b23a34ca7abf9736ccc
EpicAccountId:a580d785848d4edaaf6f343873617cad
Assertion failed: CharCode [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Developer\OutputLog\Private\SOutputLog.cpp] [Line: 702]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
UE4Editor_OutputLog!SConsoleInputBox::OnKeyCharHandler() [d:\build\++ue4+release-4.19+compile\sync\engine\source\developer\outputlog\private\soutputlog.cpp:710]
UE4Editor_OutputLog!TMemberFunctionCaller<SConsoleInputBox,FReply (__cdecl SConsoleInputBox::*)(FGeometry const & __ptr64,FCharacterEvent const & __ptr64) __ptr64>::operator()<FGeometry const & __ptr64,FCharacterEvent const & __ptr64>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:156]
UE4Editor_OutputLog!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SConsoleInputBox,FReply (__cdecl SConsoleInputBox::*)(FGeometry const & __ptr64,FCharacterEvent const & __ptr64) __ptr64>,FGeometry const & __() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public emplates uple.h:498]
UE4Editor_OutputLog!TBaseSPMethodDelegateInstance<0,SConsoleInputBox,0,FReply __cdecl(FGeometry const & __ptr64,FCharacterEvent const & __ptr64)>::Execute() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:269]
UE4Editor_Slate!TBaseDelegate<FReply,FGeometry const & __ptr64,FCharacterEvent const & __ptr64>::Execute() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
UE4Editor_Slate!SMultiLineEditableText::OnKeyChar() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\widgets ext\smultilineeditabletext.cpp:578]
UE4Editor_Slate!<lambda_1c1a6884130f88cc3a30cf556a098b76>::operator()() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4904]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FCharacterEvent,<lambda_1c1a6884130f88cc3a30cf556a098b76> >() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:266]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_1c1a6884130f88cc3a30cf556a098b76>,FCharacterEvent>() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:247]
UE4Editor_Slate!FSlateApplication::ProcessKeyCharEvent() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4901]
UE4Editor_Slate!FSlateApplication::OnKeyChar() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4877]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1481]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2172]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:889]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:726]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\\private\launchengineloop.cpp:3263]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\\private\.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
ntdll
Hi @Raildex _
The issue exists in our public database. You can find it here: Unreal Engine Issues and Bug Tracker (UE-54215)
However, we’re currently looking for a way to reproduce this crash, so if you do have solid repro information that we can try, please let me know and I can update the ticket.
Thanks
SpeedTreeColorVariation/PerInstanceRandom is still outputting NAN/garbage starting with 4.19. Entire forests are rendering black in Epic’c most Epic, Kite Demo… Doesn’t Epic care about that anymore? When is this toony fartnite ifad on an ar table going to subside to pursue cutting edge graphics again?
Hello @Büke ,
If you have not previously reported this using our form, please submit a bug report to our Bug Submission Form so that we can take a look and enter it into our database if we are able to reproduce it.
If you have previously submitted a bug report using the form, please let me know the name of the report and I’ll look into its status.
Hello @Jamesant8 ,
If you have not previously reported this crash using our form, please submit a bug report to our Bug Submission Form so that we can take a look and enter it into our database if we are able to reproduce it. Be sure to provide steps to reproduce the issue, as well as important information such as the callstack.
If you have, please let me know the name of the report and I will look into its status.
Daelus:
Not sure if I’m missing something, but it seems like light shapes are broken for lightmass. Create a point light, set it to static, and give it a radius and length, and bake it and it comes out rotated 90 degrees. Happens in a freshly created project.
Hello @Daelus ,
Thank you for your report, however, please submit a bug report to our Bug Submission Form so that we can take a look and enter it into our database if we are able to reproduce it and it is indeed a bug.
Tomza:
Hi all,
I have got some problems with OnPerceptionUpdated:
Severity Code Description Project File Line Suppression State
Error (active) E0304 no instance of function template “FPerceptionUpdatedDelegate::__Internal_AddDynamic” matches the argument list ZSFS_I d:\ZSFS_I\Source\ZSFS_I\ZSFSEnemy1ConBase.cpp 45
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<AZSFSEnemy1ConBase>(UserClass ,void (__cdecl AZSFSEnemy1ConBase:: )(const TArray<AActor ,FDefaultAllocator> &),FName)': cannot convert argument 2 from 'void (__cdecl AZSFSEnemy1ConBase:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl AZSFSEnemy1ConBase:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\ZSFSEnemy1ConBase.cpp 45
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<AMainHeroConBase>(UserClass ,void (__cdecl AMainHeroConBase:: )(const TArray<AActor ,FDefaultAllocator> &),FName)': cannot convert argument 2 from 'void (__cdecl AMainHeroConBase:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl AMainHeroConBase:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\MainHeroConBase.cpp 44
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<ABHController>(UserClass ,void (__cdecl ABHController:: )(const TArray<AActor ,FDefaultAllocator> &),FName)': cannot convert argument 2 from 'void (__cdecl ABHController:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl ABHController:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\BHController.cpp 40
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<ALav25ConBase>(UserClass ,void (__cdecl ALav25ConBase:: )(const TArray<AActor ,FDefaultAllocator> &),FName)': cannot convert argument 2 from 'void (__cdecl ALav25ConBase:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl ALav25ConBase:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\Lav25ConBase.cpp 37
Error UBT ERROR: Failed to produce item: D:\ZSFS_I\Binaries\Win64\UE4Editor-ZSFS_I.dll ZSFS_I D:\ZSFS_I\Intermediate\ProjectFiles\UnrealBuildTool 1
Error MSB3075 The command ““C:\Program Files\Epic Games\UE_4.19\Engine\Build\BatchFiles\Build.bat” ZSFS_IEditor Win64 Development “D:\ZSFS_I\ZSFS_I.uproject” -WaitMutex -FromMsBuild” exited with code 5. Please verify that you have sufficient rights to run this command. ZSFS_I C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
Hello @Tomza ,
Thank you for your report, however, please submit a bug report to our Bug Submission Form so that we can take a look and enter it into our database if we are able to reproduce it.
Be sure to include this information as well as steps on how to reproduce the issue. If it requires a code setup, be sure to include the code required or an example project to ensure that we can reproduce it.
MothDoctor
(Moth Doctor)
March 15, 2018, 3:47pm
60
Hello [USER=“36033”] J[/USER],
Calling nickname in form of a link (like I did above) would notify the mentioned person about a new post, even if they turned off quote notification!
woppin
(woppin)
March 15, 2018, 4:08pm
61
Tomza:
Hi all,
I have got some problems with OnPerceptionUpdated:
Severity Code Description Project File Line Suppression State
Error (active) E0304 no instance of function template “FPerceptionUpdatedDelegate::__Internal_AddDynamic” matches the argument list ZSFS_I d:\ZSFS_I\Source\ZSFS_I\ZSFSEnemy1ConBase.cpp 45
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<AZSFSEnemy1ConBase>(UserClass ,void (__cdecl AZSFSEnemy1ConBase:: )(const TArray<AActor ,FDefaultAllocator> &),FName)': cannot convert argument 2 from 'void (__cdecl AZSFSEnemy1ConBase:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl AZSFSEnemy1ConBase:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\ZSFSEnemy1ConBase.cpp 45
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<AMainHeroConBase>(UserClass ,void (__cdecl AMainHeroConBase:: )(const TArray<AActor ,FDefaultAllocator> &),FName)': cannot convert argument 2 from 'void (__cdecl AMainHeroConBase:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl AMainHeroConBase:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\MainHeroConBase.cpp 44
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<ABHController>(UserClass ,void (__cdecl ABHController:: )(const TArray<AActor ,FDefaultAllocator> &),FName)': cannot convert argument 2 from 'void (__cdecl ABHController:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl ABHController:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\BHController.cpp 40
Error C2664 ‘void TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,const TArray<AActor *,FDefaultAllocator> &>::__Internal_AddDynamic<ALav25ConBase>(UserClass ,void (__cdecl ALav25ConBase:: )(const TArray<AActor ,FDefaultAllocator> &),FName)': cannot convert argument 2 from 'void (__cdecl ALav25ConBase:: )(TArray<AActor ,FDefaultAllocator>)’ to 'void (__cdecl ALav25ConBase:: )(const TArray<AActor *,FDefaultAllocator> &)’ ZSFS_I D:\ZSFS_I\Source\ZSFS_I\Lav25ConBase.cpp 37
Error UBT ERROR: Failed to produce item: D:\ZSFS_I\Binaries\Win64\UE4Editor-ZSFS_I.dll ZSFS_I D:\ZSFS_I\Intermediate\ProjectFiles\UnrealBuildTool 1
Error MSB3075 The command ““C:\Program Files\Epic Games\UE_4.19\Engine\Build\BatchFiles\Build.bat” ZSFS_IEditor Win64 Development “D:\ZSFS_I\ZSFS_I.uproject” -WaitMutex -FromMsBuild” exited with code 5. Please verify that you have sufficient rights to run this command. ZSFS_I C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 41
The signature changed to add const and pass the array by reference, just update your method signature to match, eg:
OLD: void ABaseAIController::OnPerceptionUpdated(TArray<AActor*> UpdatedActors)
NEW: void ABaseAIController::OnPerceptionUpdated(const TArray<AActor*> &UpdatedActors)
@ J
I have multiply material instances with parameters that have been lost when updating from 4.18.2, also there not saving properly ether in 4.19 closing the engine down and restarting my project these parameters get reset, it seem this new saving feature has bugged out the standard saving.