Unreal Engine 4.21 Preview

After the update to **preview2 **I am unable to package my plugin. I can add it as code-based plugin to code-based projects and they compile, run and deploy just fine, but I cannot generate the plugin binaries on their own.

During packaging I get the following error:


Running: XXX\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -plugin=XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\PointCloudPlugin.uplugin -iwyu -noubtmakefiles -manifest=XXX\PointCloudPlugin\HostProject\Saved\Manifest-UE4Game-Win64-Development.xml -NoHotReload -ignorejunk -log="XXX\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt"
  Using Visual Studio 2017 14.15.26726 toolchain (XXX\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.17134.0 SDK (XXX\Windows Kits\10).
  Parsing headers for UE4Game
    Running UnrealHeaderTool UE4Game "XXX\UE_4.21\Engine\Intermediate\Build\Win64\UE4\Development\UE4Game.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
  Reflection code generated for UE4Game in 5.6389115 seconds
ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\Intermediate\Build\Win64\UE4\Development\PointCloudRuntime\PointCloudRuntime.precompiled'.
            at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
            at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
            at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
            at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
            at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
            at Tools.DotNETCommon.JsonObject.Read(FileReference File) in XXX\UE_4.21\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:line 50
            at UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:line 37
            at UnrealBuildTool.UEBuildBinary.GetBuildProducts(ReadOnlyTargetRules Target, UEToolChain ToolChain, Dictionary`2 BuildProducts, Boolean bCreateDebugInfo) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 485
            at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2247
            at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1503
         (see XXX\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt for full exception trace)
Took 8.3353892s to run UnrealBuildTool.exe, ExitCode=5

I checked the path it points to, and it ends at ‘XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\Intermediate\Build\Win64\UE4’ - there is no ‘Development’ folder.

In addition, this corrupts my whole UE4.21 installation, so that I have to run verify on it before I can run the engine again (any projects, even non-related to the plugin). As a matter of fact I can’t even get to the engine project wizard at this point. Get this crash report instead:


Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 999] Unable to read module manifest from '../../../Engine/Binaries/Win64/UE4Editor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:422]
UE4Editor_Core!FModuleManager::FindModulePathsInDirectory() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:1002]
UE4Editor_Core!FModuleManager::FindModulePaths() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:974]
UE4Editor_Core!FModuleManager::FindModulePaths() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:936]
UE4Editor_Core!FModuleManager::FindModules() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:129]
UE4Editor_Core!FModuleManager::ModuleExists() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:150]
UE4Editor_Core!FPlatformFileManager::GetPlatformFile() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\platformfilemanager.cpp:96]
UE4Editor!LaunchCheckForFileOverride() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:677]
UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1144]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:135]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll

Any advice?

  • **Oculus Avatars. **The Oculus Avatar SDK includes an Unreal package to assist developers in implementing first-person hand presence for the Rift and Touch

Hi @Shadow.Storm is it possible to have some info about this package.
Thanks.

So because you dont want to use RTX and raytracing… no one should? Well… the new battlefield game and the new tombraider games disagree with you.

Happy to see the move over to the new SteamVR input system. Last I checked in on the dev-vr branch it was just the basics being wired up. With Knuckles EV3 I’m very interested in the skeletal model the input API provides. Any idea of the timeline for getting this particular piece of data out of the input system in an unreal native data type? (even if it isn’t a solution that is fully wired up to the default hand model). Just trying to decide if that will come in the 4.21 release window or whether I should start our own implementation?

None of those games use RTX properly it’s just half-implemented, post-launch, only for early adopters of the hardware. But you don’t want to hear that nor what I am actually saying, which is: Real Time Ray Tracing is not even remotely close to being universally accepted like programmable shaders are today. An EXTREMELY SMALL subset of PC only devices having access to it means that its development should NOT be a priority because statistically speaking it makes no sense whatsoever. The main driving force behind the technology being nVidia and Microsoft will only make general adoption of it that much more slower.

Nowhere did I ever say that I don’t want to use it. But in the real world more games release on consoles, including the Switch and no one except high-end AAA studios can afford implementing a fledgling piece of tech just for <1% of their consumer base who have a RTX card. Us mortals have to develop for the lowest common denominator.

Edit: I can’t seem to find the source of the info that I’ve read regarding the RTX implementation in Tomb Raider but apparently it only uses a subset of the features and not full-fledged ray-tracing, whatever that entails.

Most of the games will use hybrid raytracing. First they rasterize gbuffer and then ray trace for effects where it make most sense. Like for GI, ambient occlusion, reflections, soft shadows. This way you don’t need to rework whole engine and you can enable/disable effects depending on performance and needs. Tracing also primary rays would be big CPU optimization(just single draw call) but depending on GPU it might be tad slower.

Got it, thanks for the clarification.

The reason AAA developers will put in RT features in their games is because they are technology enthusiasts and it becomes “free” advertising. Nvidia will promote the game, benchmarks will feature the game, gaming news sites will pay extra attention to the game. There’s no reason indie devs couldn’t do the same thing.

Even swapping SSAO for RTAO is a perfectly acceptable, “fully implemented” option for developers. And has a huge effect on visual quality. Hopefully UE4 will make implementing it very easy.

SVirtualJoystick doesn’t follow DPI Curve.
It has it’s own scaling approach.

It’s a bug that I raised on the previous version already: Case # 00057452:

Thanks,

Really sad to see UE-62291 get pushed to 4.22. Would have loved to be able to use all nifty Switch optimizations from 4.20+ before we release, but sadly it makes our game unplayable. :frowning:

Still crashing when trying to make high res screenshot with circle DOF

UPDATE!

We have just released Preview 3 for 4.21! Thank you for your continued help in testing the 4.21 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

Fixed in Preview 3
Fixed! UE-64745 Audio: Spatialization: Plugins: Stereo files using Resonance will play in silence
Fixed! UE-63295 Audio Attenuation falloff is applied even when turned off when called in Blueprints
Fixed! UE-63471 Crash on Level Reload in Standalone when Set Sound Mix Class Override is called
Fixed! UE-64896 Pitching/Buffer tears when VOIP is set to anything besides 48kHz
Fixed! UE-65477 Fix up template code generation for source effects
Fixed! UE-65472 Removing Master Submix Effect in BP causes Crash
Fixed! UE-65339 2017 Epic Copyright in source and plugin code
Fixed! UE-65127 Hot Reload fails when project code class that derives from a plugin code class is modified
Fixed! UE-65262 Core install fails to build with ERROR: Source file ‘APEX_ClothingPROFILE_x64.pdb’ does not exist
Fixed! UE-65253 Can’t safely include ATL headers\libs in 4.20
Fixed! UE-65392 Visual Studio always prompts to save solution
Fixed! UE-65189 Unable to package plugins in 4.21
Fixed! UE-65316 Cannonballs fire offset from cannons in StrategyGame
Fixed! UE-65153 UndoBufferSize too small to store mesh processing operations
Fixed! UE-65167 Import of DWG crash Unreal if file already open with another application
Fixed! UE-65228 Generate and mount DDC pack file for Enterprise templates
Fixed! UE-63741 Warning occurs when opening project - Warning: BoolProperty FLiveLinkInterpolationSettings::bUseInterpolation is not initialized properly
Fixed! UE-65182 Editor Crashes When Attempting to Create/Open a Blueprint While ‘Show Friendly Variable Names’ is False
Fixed! UE-64601 Composite Curve Tables do not properly update when undoing actions
Fixed! UE-64631 Random crash adding array elements to Gameplay Tag editor
Fixed! UE-64585 Adding/Removing a member variable to/from a struct removes the Parent Table from the Composite Data Table
Fixed! UE-62857 Composite Data/Curve Table Properties not updated when parent table is reimported
Fixed! UE-63602 You can set restricted tags that already have non-restricted children to not allow non-restricted children
Fixed! UE-62585 Ensure when interacting with a blueprint in the level that has multiple audio components
Fixed! UE-62498 [CrashReport] UE4Editor_Kismet!SSCSEditor::AddTreeNode() [sscseditor.cpp:5781]
Fixed! UE-65482 Crash when aborting rename of a component when a component when the same name has been added to its archetype
Fixed! UE-62686 One-off crash setting name of duplicate in-world component to blank
Fixed! UE-65407 Linux: crash when running QAGameEditor in -game mode
Fixed! UE-63459 Linux to Linux Launch-On fails with Errors - VulkanRHI:vkDeviceWaitIdle(Device) failed, VkResult=-4
Fixed! UE-63092 Crash Alt-Tabbing out of -game on Linux with -
Fixed! UE-64142 Volumetric Fog causing Black Artifacting on Particle and Rect Lights
Fixed! UE-64138 Movable Volumetric Fog causing Flickering Lighting when Navigating in the Viewport
Fixed! UE-65290 SceneCapture2D Crashes When Changing to a Mobile Preview
Fixed! UE-65273 Remote Building for iOS Fails During Build Step: “GetBuildPlatform: No BuildPlatform found for IOS”
Fixed! UE-65268 Software Occlusion Culling setting is missing in UI
Fixed! UE-65131 TM-Decals Crashes on Open on tvOS with Metal Desktop-Forward Renderer Enabled
Fixed! UE-65178 bDisableExposure Exposure bias on Mobile
Fixed! UE-65143 GitHub 5166 : Exposure bias does not work on mobile anymore.
Fixed! UE-64891 tvOS crash on launch "Failed to generate a render pipeline state object: Target OS incompatible "
Fixed! UE-64591 New Mobile PIE doesn’t remember size setting from previous session
Fixed! UE-64588 Make new mobile PIE always aware of high-DPI when in 1x mode
Fixed! UE-63286 Some HUD elements don’t scale with new mobile PIE
Fixed! UE-63269 New Mobile PIE drop-down covers bezel
Fixed! UE-63102 Metallic Materials Get Darker When Directional Light Is Set to Movable
Fixed! UE-64518 New Mobile PIE is a very small size on 4K monitor
Fixed! UE-64464 HTML5 WebGL1 crash in GLSL1 shader compiler
Fixed! UE-64383 MSAA depthbuffer never be released on Android
Fixed! UE-65439 Editor viewport does not grab mouse control during PIE
Fixed! UE-65321 Android crash: java.lang.NoSuchMethodError: android.view.Display.getPresentationDeadlineNanos
Fixed! UE-65324 Mac: Editor Crashes When Applying Several Material Changes at Once
Fixed! UE-65384 GitHub 5178 : Fixed issue that array size for termination character is not enough.
Fixed! UE-65374 Windows has a couple UnknownRHI’s
Fixed! UE-65218 GitHub 5173 : Fix for GetAndOrCreateGraphicsPipelineState errors reported every 10 seconds
Fixed! UE-64952 Dx12 Content Examples Crash when exiting the editor
Fixed! UE-65455 Remove DirectX 11 Mobile Emulation RHIs
Fixed! UE-65454 Packaged projects do not open with DirectX11 Mobile Emulation
Fixed! UE-64580 Web Browser UMG Widget Does Not Work in DX12
Fixed! UE-61675 DX12 KiteDemo editor crashes on launch, Device->CreatePipelineState(Desc, IID_PPV_ARGS(&PSO)) failed
Fixed! UE-63134 Particle Effects Stop Animating in PIE in -
Fixed! UE-63749 TangentCalc_Anim does not animate in PIE on Linux with
Fixed! UE-64419 Crash closing packaged InfiltratorDemo while running with -dx12
Fixed! UE-65474 Packaged Builds with DX12 Crash on 2nd Start
Fixed! UE-65457 Crash launching project with Compat.MAX_GPUSKIN_BONES=75 and Preview Rendering set to Shader Model 5
Fixed! UE-64989 ShooterGame UI is missing components on Mac
Fixed! UE-65053 HUD not appearing for VehicleAdvGameMode on Mac
Fixed! UE-63107 AMD Linux encounters handled ensure: CmdBuffer -> IsOutsideRenderPass, and then the editor closes
Fixed! UE-63754 Recompute Tangents causes MorphDown example to render incorrect on Linux
Fixed! UE-65166 Ensures when sculpting landscape in -, UpdateRegion.SrcY == 0 in VulkanTexture.cpp
Fixed! UE-44076 Crash When Opening Static Mesh After Enabling Forward Shading And Disabling “Support Stationary Skylight”
Fixed! UE-65301 Default asset names for new Material Layers and Material Layer Blends should not contain “MaterialFunction”
Fixed! UE-64838 Reset Layout option does not reset layout to default in Subeditor Windows
Fixed! UE-64961 Slow Task windows pop up even when they are set to invisible
Fixed! UE-64273 Ensure jumping to a cleared bookmark
Fixed! UE-62477 Cascade Beam Emitter Lifetime Module Is Broken
Fixed! UE-65305 Editor crashed using MRU Content Browser filter
Fixed! UE-65293 New Material Layers and Material Layer Blends have compilation errors for their material attribute input and output counts on open
Fixed! UE-65238 Missing icon on Media Player timeline scrubber when hovered on
Fixed! UE-64874 Cannot add an emitter asset to a system by double clicking in the New System Wizard
Fixed! UE-64869 Double Click templates in the New Emitter Wizard does not create the Emitter/System
Fixed! UE-65001 Crash when using Skeletal Mesh DataInterface’s RandomVertex in conjunction with Sampling Regions
Fixed! UE-64705 Emitters added to the New System Wizard cannot be removed
Fixed! UE-65475 Huge CPU stall when using GPU particles.
Fixed! UE-65420 Crash when sampling a pseudo volume texture CPU
Fixed! UE-65418 Crash when saving an emitter in a debug build.
Fixed! UE-59926 New Parameters added to the Stack from the Parameters Panel are not initialized
Fixed! UE-65227 Crash when setting an emitter to GPU and hitting spacebar rapidly to restart it
Fixed! UE-64987 Crash on compiling Emitter with Sample Skeletal Mesh Surface module where assigned Default Mesh already has CPU access
Fixed! UE-65078 Anim Class dropdown menus for skeletal mesh assets glitch
Fixed! UE-64214 Clicking on object causes EndInputTouch to fire on the press instead of the release
Fixed! UE-65281 Unable to move items added to the Canvas of a Widget Blueprint with Mouse Click and Drag
Fixed! UE-65337 Windows Mixed Reality - WMR fixes are missing from release 4.21
Fixed! UE-65373 Autosave packages is including map built data

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

Well, in Preview 2 I could not start the packaged game due to async loader crash, now there is a regression in preview 3 against preview 2 that the packaging process crashes…


UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 200]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Ran out of memory allocating **17377738000** bytes with alignment 0


This is a fairly small game and it would fit quite a few times into this amount of memory…

Hm. Virtual texturing is cool. And some nice smaller improvements for Sequencer and VR + Niagara… But otherwise not so much big news? I guess all releases cant be equally spectacular :slight_smile: Still, great work as always. And there are bigger things under the hood too, right? :wink:

Hello. I get an error that leads to immeasurable memory consumption. This happens when I import assets. The error appears at 4.21, at 4.20.2 or 4.20.3 not contains this error.

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: PSOPrimitiveType == PT_Num || (EPrimitiveType)PrimitiveType == PSOPrimitiveType [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp] [Line: 1283]
LogOutputDevice: Error: PSO was created using PrimitiveType 0, but the Draw call is using 1! This will break D3D12, Metal and
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007fff0246e0b6 UE4Editor-Core.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff02188a64 UE4Editor-Core.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff0219a9c2 UE4Editor-Core.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffef70db099 UE4Editor-D3D11RHI.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff223fe189 UE4Editor-RHI.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff224037c5 UE4Editor-RHI.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff22403355 UE4Editor-RHI.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff2240447c UE4Editor-RHI.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff224186d1 UE4Editor-RHI.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff21397095 UE4Editor-UtilityShaders.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffef9569f9d UE4Editor-Renderer.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffef9757321 UE4Editor-Renderer.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffef9755233 UE4Editor-Renderer.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffef95edb4f UE4Editor-Renderer.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffef93922ea UE4Editor-Renderer.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffef98ab262 UE4Editor-Renderer.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ffef987d442 UE4Editor-Renderer.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff02011768 UE4Editor-Core.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff02011c26 UE4Editor-Core.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff24139af9 UE4Editor-RenderCore.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff2413aa74 UE4Editor-RenderCore.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff0246c3d0 UE4Editor-Core.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff0245c9d1 UE4Editor-Core.dll!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff37ee3034 KERNEL32.DLL!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007fff3a361461 ntdll.dll!UnknownFunction ]
LogStats: FDebug::EnsureFailed - 0.007 s

This message repeats many times in log.

Usually graphics programmers just like to push visuals using all available tools. Marketing can then spin it anyway they want.

Nice to see that list quickly shrinking, awesome work many thanks to all the team working hard on this. I am so excited that UE-62345 UE-62714 will fixed you have no idea :smiley: :smiley: :smiley: :smiley:
:cool:

My project won’t open at all in 4.21 p3, was able to open it in p1.

Does anyone else can’t select Linux cooking from UnrealFrontend ?

Hello ,

The bug report that was entered for your first issue was marked as Won’t Fix due to a lack of activity on the report. Can you please enter a bug submission for this issue using our Bug Submission form and include a link to that Answerhub post in the description, along with any other information you can provide?

As for the second issue, please report that one through the form as well, preferably with a reproduction project if possible.

Hello ,

This was not reported as a bug but as a Feature Request. Although we do not make feature requests public, I’ve checked up on the status of this and it is still backlogged at this time, meaning that it has not yet been implemented. Unfortunately I have no estimate on when it may be included.

Hello Aussieburger,

I do see a report in our system for some fixes added to 4.21 that is related to this feature but I see no evidence of this problem being reported. Can you please report this using the Bug Submission Form so that we can take a look?

Hello RoboPoco7, if you would like to report this issue, please use our Bug Submission form and we will be happy to look into the problem. Please provide as much detail as possible for reproducing the issue when doing so.

Hello KAEPS133, that issue is still unresolved at this time. When it is marked as Fixed on that page, you can likely expect it to be included in the release that happens after that.

Hello Phoboz,

I believe we’ve already received your bug submission by this point and have that all worked out. The fix for this has already been entered and should be available in the next Preview release. Thank you for reporting this!

Hello BendikSlyngstad,

I would suggest making a post on the Answerhub if you believe that this may an issue with your project. If you believe that this is a bug with the editor however and you can provide a reproduction case, please submit a bug report using our Bug Submission form and provide as much information as possible so that we may investigate.