Even launching a UE4PrereqSetup_x64.exe
as Admin…
Hey guys… i just realized that 4.20 won’t give the option to not use compilation manager anymore… but on 4.17/4.18 the compilation manager didn’t respect the Interface used for custom compilers…
Did they fix this on 4.20? or will the support for custom compilers be destroyed?
NVM: they added it on 4.19… we have to register it on the FKismetCompilerContext now… my bad
We are their true QC - lets help making UE4 more robust!
It seems like questions about AR/XR stuff get ignored all the way. Can we have any kind of info in regards to AR implementation in the engine ? Apple ARKit plugin still is at beta 0.1 whereas ARKit 1.5 is available for quite some time now ? Are there plans to add 1.5 SDK or simply skip and ship 2.0 SDK in 4.20 release ? Furthermore will 1.5 or 2.0 be added throughout preview builds ?
I got the new Maya Livelink working great with Maya 2018 and UE4 4.19, but it’s only streaming the skeletal mesh bone animation data. Is it possible to stream the Maya blendshape slider data to UE4 also or not at all?
why not support dynamic spotlight on android?
like flashlight etc…:mad:
Packaging shipping AR project for iOS using remote Mac build fails:- (4.20p3)
UATHelper: Packaging (iOS): LogInit: Display: LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False
UATHelper: Packaging (iOS): LogInit: Display: LogLinker: Warning: Can't find file '/Engine/Tutorial/Paper2D/SpriteEditorTutorial'
UATHelper: Packaging (iOS): LogInit: Display: LogUObjectGlobals: Warning: Failed to load '/Engine/Tutorial/Paper2D/SpriteEditorTutorial': Can't find file '/Engine/Tutorial/Paper2D/SpriteEditorTutorial'
UATHelper: Packaging (iOS): LogInit: Display: LogUObjectGlobals: Warning: Failed to find object 'Class /Engine/Tutorial/Paper2D/SpriteEditorTutorial.SpriteEditorTutorial_C'
4.20.1 preview introduced physX crash. If characters some how interact with physics at firsts frames of game game just crash. This happens on PC and ios at least.
“Exception thrown at 0x00007FF8BF8E6E8C (PhysX3PROFILE_x64.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x00000173DAF90000.”
This happen at PhysXCollision.cpp line 1586.
FScopedSQHitchRepeater<decltype(POverlapBuffer)> HitchRepeater(POverlapBuffer, PQueryCallback, FHitchDetectionInfo(PGeomPose, TraceChannel, Params));
do
{
SyncScene->overlap(PGeom, PGeomPose, HitchRepeater.GetBuffer(), PQueryFilterData, &PQueryCallback);
} while (HitchRepeater.RepeatOnHitch());
Edit: Minimal repro is here.
Minimal test project. Crash everytime when running with debug editor.
Bug already submitted.
LoginId:
EpicAccountId:
Access violation - code c0000005 (first/second chance not available)
PhysX3PROFILE_x64!physx::Sq::IncrementalAABBPrunerCore::updateMapping() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source hirdparty\physx3\physx_3.4\source\scenequery\src\sqincrementalaabbprunercore.cpp:125]
PhysX3PROFILE_x64!physx::Sq::IncrementalAABBPrunerCore::updateObject() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source hirdparty\physx3\physx_3.4\source\scenequery\src\sqincrementalaabbprunercore.cpp:245]
PhysX3PROFILE_x64!physx::Sq::AABBPruner::updateObjectsAfterManualBoundsUpdates() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source hirdparty\physx3\physx_3.4\source\scenequery\src\sqaabbpruner.cpp:157]
PhysX3PROFILE_x64!physx::Sq::PrunerExt::flushShapes() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source hirdparty\physx3\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:128]
PhysX3PROFILE_x64!physx::Sq::SceneQueryManager::flushShapes() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source hirdparty\physx3\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:381]
PhysX3PROFILE_x64!physx::Sq::SceneQueryManager::flushUpdates() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source hirdparty\physx3\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:398]
PhysX3PROFILE_x64!physx::NpSceneQueries::multiQuery<physx::PxOverlapHit>() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source hirdparty\physx3\physx_3.4\source\physx\src
pscenequeries.cpp:730]
PhysX3PROFILE_x64!physx::NpSceneQueries::overlap() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source hirdparty\physx3\physx_3.4\source\physx\src
pscenequeries.cpp:104]
UE4Editor_Engine!GeomOverlapMultiImp_PhysX<0>() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\collision\physxcollision.cpp:1586]
UE4Editor_Engine!<lambda_8583924b053123e9013e287b75e00c4f>::operator()() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:4273]
UE4Editor_Engine!FBodyInstance::ExecuteOnPhysicsReadOnly() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:3045]
UE4Editor_Engine!FBodyInstance::OverlapMulti() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:4283]
UE4Editor_Engine!UPrimitiveComponent::ComponentOverlapMultiImpl() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:3094]
UE4Editor_Engine!UPrimitiveComponent::UpdateOverlapsImpl() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2948]
UE4Editor_Engine!UPrimitiveComponent::OnComponentCollisionSettingsChanged() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:957]
UE4Editor_Engine!AActor::SetActorEnableCollision() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\actor.cpp:3657]
UE4Editor_MyProject7_1348!ASimpleCharacter::Tick() [c:\users\kalle\documents\unreal projects\myproject7\source\myproject7\simplecharacter.cpp:28]
UE4Editor_Engine!AActor::TickActor() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\actor.cpp:925]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\actor.cpp:137]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:574]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\private\async askgraph.cpp:1358]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:541]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private icktaskmanager.cpp:1448]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:780]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1448]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1691]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3489]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
ntdll
There was an update to incremental aabb pruner merged right after 4.20.1 preview got released, may be related?
BTW, it looks like they renamed it and the Compilation Manager will be the only option in 4.21.
https://github.com/EpicGames/UnrealEngine/commit/bf7121afeb48a5c78f64c74c02967e79cbc52547
“Apple ARKit 2.0 / Google ARCore 1.2 preview support”
https://github.com/EpicGames/UnrealEngine/commit/72433589aaf954dc490a7e3a00e35bc25dcf051e
God bless the public source on GitHub
Can you pinpoint this change list?
Not sure you understand how the preview system works… Preview 1 isn’t a release candidate… its the first public build of that engine version. Subsequent preview releases after Preview 1 are not exclusively fixes to bugs found in Preview 1, they are new build with planned changes that were not included in Preview 1 in the first place.
It would be very very cool if they released the Action RPG sample game so we can play around with it with the 4.20 preview even though its not ready yet
And another: https://github.com/EpicGames/UnrealEngine/commit/9db895046053e789b07159b84ccbd530c973cc80
I did get email that this bug has been fixed today.
Landed fair amount of fixes that should bubble up on github in few hours. Your dog food is always appreciated!
With regard to this bug Unreal Engine Issues and Bug Tracker (UE-58340) , it marked as fixed at 4.20 , however, does it mean at final release of this version of inside current preview?
Cuz currenty I’ve simillar but only on certain android device “Hawuii G8” while the voice capture working fine on other devices. , what make things more complicated, that on G8 it pass all the voice capture validation but still recieve 0 data from GetData() from VoiceCapture interface. and again only on Hawuii G8 but it works fine on other devices .
Not sure if I should do another bug report or not, bec it seems low level bug to me related to certain hardware .
Any advice would be welcome.
This is now fixed.
Shame this keeps getting pushed out: Unreal Engine Issues and Bug Tracker (UE-50092)
Text is kind of useful these days