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Unreal Engine 4.20 Released!

any idea when all the intellisense issues with 4.20 will be fixed? I was told 4.20 introduced many issues with intellisense…For example…

"DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnOpenRequest);

UPROPERTY(BlueprintAssignable)
FOnOpenRequest OnOpenRequest;
"

OnOpenRequest wont show up in autocomplete/ intellisense in visual studio.

Have a pretty big issue with large worlds and the directional light not casting any shadows past a certain point in 4.20. 4.19 did not have this issue > Directional Light not Casting Shadows on Large worlds past a certain point in 4.20 - UE4 AnswerHub

File official bug report using official bug report form.

Has anyone found a way to create a location event at the end of a loop. The old way of using a death event doesnt seem to be present in the niagara setup. It would be pretty beneficial be able to add an emmiter in the same place as the last particle in the previous emmiter. Alas no one has posted documentation on that just yet

any help would be greatly appreciated

nm i think i just needed to regenerate the visual studio project files

Hi.

I encountered the following issue:

When I’m packaging the game for IOS in Shipping from Editor and I have the “Support bitcode in Shipping” option enabled the build fails with the following error:


ld: bitcode bundle could not be generated because '/Users/user/UE4/Builds/SKU1112/D/Engines/UE4/UE_4.20/Engine/Source/ThirdParty/mtlpp/mtlpp-master-7efad47/lib/IOS/libmtlpps.a(command_buffer_fence.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build
file '/Users/user/UE4/Builds/SKU1112/D/Engines/UE4/UE_4.20/Engine/Source/ThirdParty/mtlpp/mtlpp-master-7efad47/lib/IOS/libmtlpps.a' for architecture arm64

I’m building on Windows with configured remote Mac. When the bitcode option is disabled everything works fine.

It seems the thirdparty has been built without bitcode support. I’d be nice to get this file to be able to build with the bitcode :wink:

Hello, we’re getting the following error in UE4.20.2,



PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error: [File D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 2383]
PackagingResults: Error: Objects have the same fully qualified name but different paths.
PackagingResults: Error: New Object: REINST_BP_CYB3DMinimapInScene_C_70 /Engine/Transient.MinimapInHand_GEN_VARIABLE_BP_CYBMinimapInHand_C_CAT:Minimap3D_Component.Minimap3D_Component_BP_CYB3DMinimapInScene_C_CAT
PackagingResults: Error: Existing Object: BP_CYB3DMinimapInScene_C /Engine/Transient.MinimapInHand_GEN_VARIABLE_BP_CYBMinimapInHand_C_CAT:Minimap3D_Component.Minimap3D_Component_BP_CYB3DMinimapInScene_C_CAT


Our project is very unstable in 4.20.X And if we try to build we get that error (above). We are looking to fix it in order to see if our project (that was upgraded from 4.18.3) goes back to establility in development.

Any clue?

thanks.

It may come from the fact that they did an optimisation with translucency in stereo rendering mode in the 4.20…

When was the official version released?I delete it and download it again,but 4.20.2 shows the preview 5 version,But others said that they have been officially released.

That is strange. 4.20 released a while ago - July 18. Have you restarted your Launcher? (make sure it actually exits, and not just minimizes to the taskbar)

I deleted it a few times today and re-added it. The computer restart and the Launcher restart both show 4.20.2 preview 5. My country is China, is it because the engine version for my country has not been released yet?The strange thing is that it shows 4.20.2 after deleting, but when I add this version of the engine, it shows preview 5

I get this too, but mine alternates. Every 2nd time I start the epic launcher its shows I have 4.20.2 Preview 5 installed, and the other times just plain 4.20.2

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What is going on here? I am like this, happening by chance.

Our Launcher team is investigating. They occasionally have seen the issue too, but it is not persistent.

Ok, It seems that 4.20 is so broken, that a Course in Udemy is sending a notificacion to avoid that version of the engine… I guess that explains no one is helping in resolving some of the issues that are being reported.

There are 4 bugs that keep migrating from 4.20.0 and I bet those will trickle down to 4.21 (or 4.20.3 won’t be released in timely fashion). Just saying…

I would like to learn more, could you let me know what are those 4 bugs?

What issues are you having with the engine at 4.20.2?

teak

Hey guys, after switching to 4.20 we got suddenly this kind of errors. Everything was fine in 4.19.Someone with the same problem??


ATHelper: Packaging (Android (ASTC)):   LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error:
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: Fatal error!
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error:
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: Unhandled Exception: EXCEPTION_STACK_OVERFLOW
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error:
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe94a233fe UE4Editor-Core.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe94a25590 UE4Editor-Core.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe946980e8 UE4Editor-Core.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe94698333 UE4Editor-Core.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe9a7ca328 UE4Editor-CoreUObject.dll!TArray<TTuple<UProperty const * __ptr64,void const * __ptr64>,FDefaultAllocator>::ResizeGrow() [d:\build\++ue4\sync\engine\source\runtime\core\public\containers\array.h:2453]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe9a7ba00d UE4Editor-CoreUObject.dll!FPropertyValueIterator::NextValue() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\unrealtype.cpp:130]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe9a7b46d0 UE4Editor-CoreUObject.dll!FPropertyValueIterator::IterateToNext() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\unrealtype.cpp:148]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe900cb6a8 UE4Editor-Engine.dll!TPropertyValueIterator<UProperty const >::TPropertyValueIterator<UProperty const >() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\public\uobject\unrealtype.h:4905]
PackagingResults: Error: begin: stack for UAT
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe9011aa05 UE4Editor-Engine.dll!UAssetManager::InitializeAssetBundlesFromMetadata() [d:\build\++ue4\sync\engine\source\runtime\engine\private\assetmanager.cpp:3265]
UATHelper: Packaging (Android (ASTC)):   LogWindows: Error: [Callstack] 0x00007ffe9011a8d3 UE4Editor-Engine.dll!UAssetManager::InitializeAssetBundlesFromMetadata() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\engine\assetmanager.h:449]
PackagingResults: Error: === Critical error: ===