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Unreal Engine 4.20 Released!

Blutility mentioned in the first post, is this new system with old name or is it extension of existing blutilities?

I see absolutely no fixes on the issues that Code plugins had on compiling…
We discussed this a lot and showed examples but we had absolutely no answers from Epic

Has anybody been able to compile a plugin for 4.20?
I just finished updating a plugin and tried to rocket build it but it fails with the following errors (this has to do with the bug on Preview3 it seems):

C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZD\PaperZD.Build.cs: warning: Referenced directory ‘C:\Program Files\Epic Games\UE_4.20\Engine\Source\PaperZD\Public’ does not exist.
C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZD\PaperZD.Build.cs: warning: Referenced directory ‘C:\Program Files\Epic Games\UE_4.20\Engine\Source\PaperZD\Public\AnimNodes’ does not exist.
C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZD\PaperZD.Build.cs: warning: Referenced directory ‘C:\Program Files\Epic Games\UE_4.20\Engine\Source\PaperZD\Public\Notifies’ does not exist.
C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZDEditor\PaperZDEditor.Build.cs: warning: Referenced directory ‘C:\Program Files\Epic Games\UE_4.20\Engine\Source\PaperZDEditor\Public’ does not exist.
Parsing headers for UE4Editor
Running UnrealHeaderTool UE4Editor “C:\Program Files\Epic Games\UE_4.20\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -installed
Reflection code generated for UE4Editor in 11.1038306 seconds
ERROR: The first include statement in source file ‘C:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZD\Private\AnimNodes\PaperZDAnimNode.cpp’ is trying to include the file ‘PaperZDAnimNode.h’ as the precompiled header, but that file could not be located in any of the module’s include search paths.
(see C:\Program Files\Epic Games\UE_4.20\Engine\Programs\Aut

The bug is the same from Preview3 (which fails compiling because it searches the private and public includes on the engine source folder, instead of the plugin one…

Without this changes we will not be able to compile any code plugin from the time being

  1. In Build.cs fully remove ‘PaperZDEditor\Public’ from PublicIncludePaths(…).
  2. (It could be a bug - read the messages above) Add to PublicIncludePaths all path to in-engine headers used in your plugin.

For example, build.cs in my plugin:

4.19

4.20

Thanks a lot @YuriNK will test it right away.

My Launcher isn’t showing 4.20 after install. Still says 4.17, 4.19. Mac OSX. Tried reinstalling, tried restarting. Ideas?

Hi all,

This is my first post here and I am a total n00b to UE4.

However, I noticed a change that impacted the projectile’s behaviour. It seems they are no longer able to bounce at all.

Can anyone else check please? It is a real pain because I am actually working on a bouncing ball game :stuck_out_tongue:

Thanks for your help guys, cheers.

Just tested it… effectively it seems i know have to add the public include path of all the modules i already added…
This will be a long afternoon

[USER=“36033”]Matthew J[/USER] when trying to use the Path.Combine… i get this error

c:\Users\DarkK\Documents\Unreal Projects\paperzd_builds\4_20\HostProject\Plugins\PaperZD\Source\PaperZDEditor\PaperZDEditor.Build.cs(12,17) : error CS0103: The name ‘Path’ does not exist in the current context

adding it as follows:
PublicIncludePaths.AddRange(
new string] {
Path.Combine(ModuleDirectory, “Public”)
//“PaperZDEditor/Public”, => changed
// … add public include paths required here …
}

By removing the include, i can further compile, but need to start adding PublicIncludePaths as YuriNK told me to.
Is this intended?

I can’t launch 4.20 for some reason. It’s giving me an error and soon after my computer attemps to shut down/restart. :confused:

This is because Path is part of System.IO. Add the following at the top of your .build.cs:


using System.IO;

Hello,

If you believe this is a bug with the editor, please use our Bug Submission form to report the issue. When reporting the bug, you will need to provide more information however. Information to include would be the error that you’re receiving, when exactly this issue occurs, and what kind of things you’ve tried to fix it.

Hi,
I tried to add this line and remove list of folders that I added to public include paths before. Unfortunately, it doesn’t work.

[SPOILER]
public VRIKBodyRuntime(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

PublicIncludePaths.Add(Path.Combine(ModuleDirectory, “Public”));

PublicIncludePaths.AddRange(
new string] {
//“Runtime/AnimGraphRuntime/Public/BoneControllers”,
//“Runtime/Engine/Public/Animation”
}
);

PublicDependencyModuleNames.AddRange(
new string] {
“Core”,
“CoreUObject”,
“Engine”,
“InputCore”,
“HeadMountedDisplay”,
“AnimGraphRuntime”
}
);

PrivateDependencyModuleNames.AddRange(new string] { });
[/SPOILER]

[SPOILER] Module.VRIKBodyRuntime.cpp
G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Source\VRIKBodyRuntime\Public\AnimNode_AdjustFootToZ.h(6): fatal error C1083: Can not find included file: AnimNode_SkeletalControlBase.h: No such file or directory,
Module.VRIKBodyRuntime.gen.cpp
G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Source\VRIKBodyRuntime/Public/AnimNode_AdjustFootToZ.h(6): fatal error C1083: Can not find included file: AnimNode_SkeletalControlBase.h: No such file or directory,
Module.VRIKBodyEditor.gen.cpp
G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Source\VRIKBodyRuntime\Public\AnimNode_AdjustFootToZ.h(6): fatal error C1083: Can not find included file: AnimNode_SkeletalControlBase.h: No such file or directory,
Module.VRIKBodyEditor.cpp
G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Source\VRIKBodyRuntime\Public\AnimNode_AdjustFootToZ.h(6): fatal error C1083: Can not find included file: AnimNode_SkeletalControlBase.h: No such file or directory,
ERROR: UBT ERROR: Failed to produce item: G:\MyDocuments\Unreal Projects\Plugins\VRIKBody\HostProject\Plugins\VRIKBody\Intermediate\Build\Win64\UE4Editor-VRIKBodyRuntime.lib[/SPOILER]

If i uncomment these two lines in the build.cs, the plugin would compile successfully.

sometimes when an update comes along, you have to re-compile your blueprints and re-set some properties and settings and such… :slight_smile:

purrrfect timing guys, just finished up my motley crew of chars yesterday… thank you to all those that aren’t always in the spotlight, that just hunker down on sleepless nights to get the job done… i’m well aware of your efforts and contributions… :slight_smile:

That line is only a template and not meant to include everything that you need. You would need to edit it to refer to the files that you need to include. As this doesn’t seem to be a bug, it may be best to make a separate forum topic or Answerhub for this particular issue so that it may be discussed by the community in detail. If you do believe this is a bug, feel free to provide a simple reproduction and submit a Bug Submission form

For some reason it just took like 10 mins for my firewall to pop up and ask me to allow the software to launch. Weird, but it’s working now.

Converted project from 4.18.3 to 4.20 today and am getting error during packaging, this project packages fine on 4.18.3. I saw someone post this error in the 4.20 preview but never saw a response any help would be very much appreciated. I did do a test on FPS template project and 4.20 worked fine I just don’t know what changed between versions to cause this to happen on my project.

UATHelper: Cooking (Windows): LogInit: Display: LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False

Thank you!

Thanks for your answer. I started a whole new project in 4.20, there is nothing I took from the previous version. I compared the settings of the “old” and new BPs, they are absolutely the same.

Am I the only one not able to get a projectile to bounce?

Edit : Nevermind, I found the issue, my static mesh was not the root of my BP and, therefore, the projectile was not working as expected. Sorry for the mess :stuck_out_tongue:

From my understanding it allows you to make gameplay tag containers only allow selection of tags in a specific subsection. Like weapon tags HAVE to start with Equipment.Weapon etc.

Hey guys, I downloaded 4.20, installed and lauched the Games Launcher but there is no button to install UR 4.20, just the orange Launch button for 4.17 and 4.19. How do I install 4.20?

Click on the Plus sign next to engine versions. Select 4.20 for the new launcher item.