Unreal Engine 4.19 Released

What about the weird behavior of small physics objects that started in 4.16? The bug (Unreal Engine Issues and Bug Tracker (UE-48722)) had a target fix of 4.19, but it is still present. I’ve provided a simple example to reproduce in Small objects physics issues since 4.16 - World Creation - Unreal Engine Forums

This bug is game breaking for us, we were really hoping for the targeted fix. It has been marked as duplicate, but there seems to be no way to find the bug it duplicates?

I wish you put bug identifiers or numbers in every bug that is listed, so that we can see if any of the bugs that we are interested in can be searched fast in the release notes in the future.

And please, take this into account: A list of suggestions for the bug tracker search.
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1417717-please-improve-the-bug-tracker-search

If levels wasn’t saved after update to 4.19, it’s possible. Right mouse click at project file in explorer and select ‘Switch Unreal Engine versoin’.

Hai, I wrote an answer to your question on AnswerHub before I noticed gozu ​​​​had replied here. :3

Hello,

We’re opening our landscapes with 4.19 and it appears most of the material instance parameters have lost their values and need to be set again.
Same issue happens on other PCs as well. This seems to be happening specifically to material instances that are applied to landscapes.

For example in 4.18 and older.

Now in 4.19 all parameters lost their defined values.

:\

CLion project file generation does not work for me either. It looks like it is doing something, but the end result is just a big nothing unfortunately.

Yeah, it’s not just instances though. I had several similar materials with a texture sample parameter node that was sampling a totally different texture than the one that was specified. Only way to fix was to delete the node and replace it with a regular texture sampler node.

Did you send a bug request on this yet?

Good release, hope next version won’t take so long. My only gripe is that blueprints don’t get much love from Epic devs. The debugging updates are nice, but the core library still lacks even the most basic functions like Set Mouse Position or Get Window Size, and last 5-6 engine versions didn’t even bother to improve things on this front. Would be nice to have a decent update in that area.

I did not. Wanted to know if I’m not the only one experiencing this.

Hello. I tried to VR template from 4.19 on Mac and it stacked to load on 45%. After some time it crashed!

Submitted the bug report.

  1. In 4.18 or older versions, create a material with some textures in it.
  2. Set textures to be “Shared: Wrap” but keep one texture at “From texture asset” and connect them to corresponding slots.
  3. Multiply a UV node by a scalar parameter per texture so you can individually control tiling of each texture separately through material instance.
  4. Create and apply the material instance to landscape or something else.
  5. Save the project.
  6. Open the project in 4.19.0

Result: Texture samplers that are set to be “Shared: Wrap” have lost the parameter values associated with them. But the ones that were set to be “From texture asset” still have their values.

What we mentioned in repro steps regarding tiling, does not limit to tiling, but any other calculations associated with samplers that are set to be “Shared: Wrap”.

is there a supporting AnswerHub post that I can vote on? :smiley:

Yessir: Material instance parameters losing values in 4.19 - Asset Creation - Epic Developer Community Forums

"AttachToComponent doesn’t work as it should any more, if binding to a socket and preserving world offset, the world offset should be preserved.

Instead, now it flips away somewhere seemingly at random, and breaks any previously attached/parented setups, causing a lot of problems.
"

Here’s an incredible test showing how “From texture asset” samplers have their material instance parameter values but “Shared: Wrap” samplers have lost their tiling values default to 1.

https://i.imgur.com/BuuEuWX.jpg

Is anyone else experiencing a crash when they try to use the Find in Blueprints window? The engine is trying to load a StringTable in my project and then fails the checkf at the top of LoadPackageInternal (line 1114 in UObjectGlobals.cpp). If I open the string table that causes problems before searching it doesn’t crash (presumably because it’s already been loaded). It’s only one string table asset that’s causing the problem, I have a few and the others work fine.

I haven’t been able to make a repro from a clean project yet which is why I’m posting here instead of just making a bug report.

Hi @Maximum-Dev ,

Could you please report this issue using the Bug Submission Form if you haven’t already so that we can get one of our Support Techs to look into this?

Thanks,

Hello @Rama,

Thank you for reporting this issue, I’ll make sure that it gets reviewed. Keep an eye on the public tracker for the issue.

Hello @muchcharles,

If you believe that these are legitimate bugs, please report them using our Bug Submission Form. Be sure to include as much information as possible, including a step by step process to reproduce the issue you’re seeing. Both issues should have their own report.

Hello @thankstipscom,

I suggest reporting this using the Bug Submission Form. Please be sure to include steps to reproduce the issue or a small project where the issue occurs.