Unreal Engine 4.20 Released!

I’m playing around with the new skin material from Digital Human Mike and I noticed that it has a bug with changing the textures to parameters. Particularly for the “T_head_sss_ao_mask” and “T_head_micro_mask”. Basically using instances for multi-udim character is impossible right now. Is there a fix coming up for that in 4.20.2?

Thanks!

Sooo, I see that critical bug Unreal Engine Issues and Bug Tracker (UE-62310) was moved to 4.20.3, but we haven’t even gotten 4.20.2 yet :confused:

@Amanda.Bott By chance, any word on ETA for 4.20.2 and 4.20.3 releases ?

4.20.2 sure is taking an awfully long time…

I bet that this means that UE4.20.2 as already been build (for instance from this comme #4a13369f “Bumping build version to 4.20.2” by Will Fissler, or one of the few next ones, and they are currently doing QA on it to release it. If I am right, they are going to release it this week, and are already fixing some more bugs that would require another bugfix release a few weeks after

Edit: indeed, the update to this issue is from the same day(2018/08/17) as the 4.20.2 commit

Great work on this update. The curve system in the sequencer really helps.

Check the issue tracker… Still 3 bugs are unresolved for 4.20.2 and 3 more bugs are moved to 4.20.3.

UPDATE!

The 4.20.2 Hotfix is now live! This Hotfix includes fixes for a variety of crash related errors and more.

Fixed in 4.20.2
Fixed! UE-62699 Infinite Loop When Generating HLOD Clusters
Fixed! UE-62838 Missing assignment/recursion in UHLODProxy::FindFirstActor can potentially lead to an infinite loop
Fixed! UE-62729 GitHub 4957 : [UE-62699] Fix infinite loop
Fixed! UE-62471 Data corruption saving soft references to circularly-renamed assets
Fixed! UE-62042 Generate Project files does not add Intellisense include paths for .generated.h files
Fixed! UE-62223 BuildCookRun fails to package if the -build parameter is used and debug symbols have not been installed in the binary Engine
Fixed! UE-62782 BuildCommonTools build fails in 4.20 due to missing UnrealSwarm.sln file
Fixed! UE-63023 4.20.2 version is currently still listed as 4.20.1 in Binary launcher
Fixed! UE-62032 UBT: Linux cross-builds no longer print progress ([0/1200])
Fixed! UE-62501 Crash when enabling Edit Mode
Fixed! UE-62192 Can’t build UnrealStudio hotfix
Fixed! UE-62215 AJA plugin doesn’t output when running in the editor ‘Selected viewport’ mode
Fixed! UE-62821 GitHub 4980 : Fix: CrowdManagerClass property in UNavigationSystem is now correctly marked with “config” specifier.
Fixed! UE-62352 When a Sublevel has “Initially Loaded” set to true and “Initially Visible” set to false, the Editor will crash after exiting PIE
Fixed! UE-63062 Lighting not building in sublevels using Resave Packages
Fixed! UE-62460 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() [k2node_callarrayfunction.cpp:91]
Fixed! UE-62444 [CrashReport] UE4Editor_UnrealEd!FBlueprintEditorUtils::FindBlueprintForGraphChecked() [blueprinteditorutils.cpp:2236]
Fixed! UE-62491 [CrashReport] UE4Editor_Core!FName::InitInternal_FindOrAddNameEntry<char>() [unrealnames.cpp:818]
Fixed! UE-62303 [CrashReport] UE4Editor_Engine!UEdGraphNode::ClearCompilerMessage() [edgraphnode.h:538]
Fixed! UE-62672 Crash upon attempting to load into session via Join Session in Blueprints on iOS
Fixed! UE-62605 Actor Component Replication Not Working on Dynamically Spawned Components in Blueprint
Fixed! UE-62225 Animations are stuttering in Game Preview Server window
Fixed! UE-62197 Startup video playlist never advances to next movie and loops forever
Fixed! UE-62808 Linux crash handler locks up when crash happens during a file operation
Fixed! UE-62515 The editor refuses to run (even as cooker) when core size cannot be set
Fixed! UE-62453 Opening the editor on Linux with -vulkanvalidation results in VulkanDebug ensures
Fixed! UE-62910 Linux unable to find PlatformInfo crash trying to Launch On
Fixed! UE-61154 TM-Decals Brick walls render bright color in cracks and entirely that color from low angle
Fixed! UE-62348 Vulkan: invalid transitions flagged by validation layer
Fixed! UE-62132 r.SupportPointLightWholeSceneShadows Set to False Causes Crash When Trying to Place a PointLight
Fixed! UE-62628 Vulkan validation messages aren’t logged on Linux, Windows
Fixed! UE-55997 Application crashes on launch on iOS
Fixed! UE-61566 CLONE - Crash Assertion failed: InstanceReorderTable.IsValidIndex during normal gameplay
Fixed! UE-61994 [CrashReport] UE4Editor_Engine!UWorld::UpdateParameterCollectionInstances() [world.cpp:1082]
Fixed! UE-62323 Copy/paste or Duplicate a spawnable doesn’t work
Fixed! UE-62397 Python glue generation can cause memory corruption
Fixed! UE-48899 [CrashReport] UE4Editor_Landscape!ULandscapeInfo::RegisterActor() [landscape.cpp:1882]
Fixed! UE-60319 [CrashReport] UE4Editor_Niagara!NiagaraEmitterInstanceBatcher::ResolveDatasetWrites() [niagaraemitterinstancebatcher.cpp:168]
Fixed! UE-61997 [CrashReport] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateVertexBuffer() [d3d11vertexbuffer.cpp:15]
Fixed! UE-62187 Virtual Joystick movement is heavily influence by Virtual Camera Boom Scale
Fixed! UE-61865 Unable to scrub a performance by touch and dragging the main Virtual Camera window
Fixed! UE-61766 Virtual Camera isn’t attached to camera track when performance is loaded
Fixed! UE-54565 Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay
Fixed! UE-62277 ARCore plugin missing ‘tools’ components

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide

I was stucked on 4.19 for the animation sluttering, thanks for the update!

Got these errors while cross-compiling for Linux from Windows:


non-portable path to file '"logging/LogMacros.h"'; specified path differs in case from file name on disk -Werror,-Wnonportable-include-path]    \Engine\Source\Runtime\Core\Public\Serialization\BufferWriter.h    11
non-portable path to file '"json.h"'; specified path differs in case from file name on disk -Werror,-Wnonportable-include-path]    \Engine\Source\Runtime\Slate\Public\SlateBasics.h    11   

Fixed that by modifying LinuxToolChain in our engine build - just added -Wno-nonportable-include-path flag. Maybe it would be useful to someone. Also, Epic should probably fix it.

I’ve installed 4.20.2, made a new project and I’m still getting 157 “cannot open file MyProjectGameModeBase.generated.h” style errors in visual studio. I was under the impression that this problem had been resolved in 4.20.2: Unreal Engine Issues and Bug Tracker (UE-62042)

I’m downloading the update right now, so i can only guess : Try refreshing visual studio project files from inside the UE4 editor or by right clicking on the uproject file, maybe that helps.

Doesn’t seem to help, sadly.

I tried deleting 4.20 and then downloading it again in full but the problem persists.

4.20.2 Seems to have broken the D_ARSessionConfig on a new HandHeldAR Blue Print project template. The details to change an AR Session Config no longer appear. This also affects the details of an ARImageCandidate Data Asset. Bug report submitted.

Is there a way to go back to 4.20.1? I can’t seem to choose it anymore even after uninstalling 4.20.2.

Maybe it is not the answer you want to hear, but you can always download an older version of the source code from github and compile it yourself. I think there’s no way to download a previous point version and for now building yourself may be the fastest way to get back to working.

They are listing that bug as fixed for 4.20.3
Anyway it seems UE 4.20 is full of some serious bugs.
The worst thing is that many bugs don’t get fixed in a version but Epic Games forces you to upgrade to a new UE4 release with all new bugs along with new features. That is just so wrong.
At this rate all UE4 versions look like beta software and none becomes really stable with no known bugs anymore because they stop releasing hotfixes and supporting every single release after a few months.
This is just bad.

Why so many member variables and functions in C++ now are private? For example, how do I should replace the use of ‘StartMatch()’ from ‘GameMode’ class? Or ‘SetMaterial()’ from ‘MeshComponent’ class? And so on…
What kind of idiocy.

It’s not a bug. Unreal is just not supposed to work with UDIM.

Some UInstancedStaticMeshComponent members also became private, but even though I use them in some places, the code is compiling. I don’t know how or why it works, but it does.

Yeah, I know that code compiles fine, but this is confusing so much. Why did Epic make that?.. I no longer know what I can use and what not…

Does the new Proxy LOD Tool allow to keep the original materials and UVs, instead of always generating entirely new ones? The regular Merge Tool has a Merge Materials option for this, but I can’t find such an option in the proxy tool anywhere.