It seems to be missing in several sections. Strange.
Here’s my output log for project generation:
Running $(EngineRoot)/Windows/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="$(ProjectRoot)/$(ProjectName).uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
$(EngineRoot)\Windows\Engine\Source\ThirdParty\Expat\Expat.Build.cs: warning: Referenced directory '$(EngineRoot)\Windows\Engine\Source\ThirdParty\Expat\expat-2.2.0\Win64\VS2015\Release' does not exist.
WARNING: Precompiled module 'UE4Game' will not be usable without non-precompiled module 'FunctionalTesting'.
WARNING: Precompiled module 'UnrealEd' will not be usable without non-precompiled module 'FunctionalTesting'.
WARNING: Precompiled module 'FunctionalTestingEditor' will not be usable without non-precompiled module 'FunctionalTesting'.
WARNING: Precompiled module 'UnrealEd' will not be usable without non-precompiled module 'FunctionalTesting'.
Any thoughts?
I think I’ve finally figure out what is causing this issue.
If you have this line ***r.compileshadersfordevelopment=0 *** in your DefaultEngine.ini you have to remove it or comment it.
This seems only to affect UE Source versions, not the Vanilla (the one from Epic Launcher).
Hi,do you know how to show text on 4.20 richtextblock?
Switching viewmodes with keyboard shortcuts like Alt+1, Alt+2, Alt+3 etc not working in UE4.20.1.
Can anybody confirm the same?
Those work for me. So either not an engine bug or a rare one that depends on other specific conditions.
Thanks for the report. This is tracked as UE-62838.
Anyone notice if you:
- right click an actor
- select Attach To >> another Actor >> select Socket
In 4.20 it no longer snaps the attached actor to the socket location?
edit: opps, this was wrong, it does look mostly ok. I added another comment on github where it could fail, but I’m not sure it is a case that can ever happen.
was:
I looked through the fix, and it seems wrong. Before calling RecursiveFindFirstActor a comment says “// Retrieve first ‘valid’ AActor (non ALODActor)”, but with the fix if it ever calls RecursiveFindFirstActor, it will only return ALODActors.
I’m missing something about the glTF 2.0 importer though.
Today, a peerson ask me a question." Does the xbox 360 play blu ray?”the xbox 360 play blu ray
is just me or the material editor takes a lifetime to compile
Well, skeletal alembic import is having a lot of problems in this release. Importing time is ridiculously high. some objects not importing etc…
Yes. But only if you use XGE with IncrediBuild, it seems, which is default now. It’s using a single ShaderCompileWorker, instead of 1 per thread.
My compilations got a lot faster by disabling it on [engine install folder]/Engine/Config/ConsoleVariables.ini
r.XGEShaderCompile = 0
i just love the knowledge flowing here, so happy to be here, learning every day
Hi, newbie here. I 'm learning from tutorial in the documentation. But,Animation starter pack is not compatible with 4.20. I don’t want to install old version. Please fix.
Epic, PLEASE, I am BEGGING you to just release a hotfix for this already! This is such a huge hassle. I have literally spent hours trying to figure out a way to work around this until the hotfix is released…I have compiled multiple versions of the master branch from source, but they were too unstable, and I spent like a half hour earlier today using regex and batch to try and generate a list of include directories that needed to be added. Please, please PLEASEEEEEE just release a hotfix for this!!! I have wasted so much time already trying to get this to work properly on my own and it’s costing me a lot of time here. I truly think fixing this issue alone is enough to justify the hotfix, but I can see you guys already have fixed a lot of other bugs too, so why not deploy it already? This is a critical bug that is really awful to have to put up with guys, and I’m really disappointed that you haven’t put the fix out there yet despite it being such a big problem. For the love of God, please just find it in your hearts to put out this update already. We’re all waiting. Thank you.
When you click Add to Project, just check the box that says “Show all projects” and everything will work fine!
This was already fixed in 4.20.1
Nope, this is fixed in 4.20.2 and yet to be released.
when will we have rtx capability for light map baking? I preordered my RTX2080TI … should have it next month