Unreal Engine 4.21 Preview

I am unable to reproduce it in a new project as I have no idea whats causing the issue. Will work on isolating it, but there is definitely some change in p3 that in relation to some aspect of my project causes the crash. it works when opening the project with an empty level as default, but once i load any of the levels actually related to the project, it crashes. Will post a bug report if I’m eventually able to isolate and reproduce the issue in a separate project.

any news for 4.22 release date?

Wow, you’re really looking ahead! 4.21 isn’t even released yet. :slight_smile:

4.22 should be late Q1 2019.

i have no intereest in anything in 4.21… im enthusiastic about rtx raytraced lightmaps for speed and fun doing environment artwork. 4.21 is a very very boring update… I just want that 1 feature… raytracing realtime lightmapping…

I appreciate the info though :slight_smile:

Late q1 for 2019… that sucks… I bought this rtx card for nothing :confused:

Well, early versions of the 4.22 code will be available on GitHub in the Master and Dev-branches. You can always compile the engine from the source code and follow along with development. Just be aware there will be bugs and incomplete features, so don’t rely on it for your own professional projects at that stage.

kind of an amateur with all that. Im teaching myself game programming with udemy… but im an artist by trade… which is why i was so excited about rtx features in the engine.

Do you have any links to tutorials on how i would do this? :slight_smile:

Just saw the fixed list! YESSS!!! Thanks heaps guys, too much! Best update ever :smiley:

boring update
i only need new lightmass baking and rendering system ] + rtx and dxr realtime lighting ] that is not possible in 4.21

LOL how rude :stuck_out_tongue:

I was testing this preview version and found problems with structures, mostly when you create any struct, add some member on it (more than 4) with some different types, like soft pointers or classes, it works for the moment, but after save the project and reopen it get all broken, the structure isn’t accessible from blueprints anymore and appear a broken node, with hash values.

In 4.20 was happening something similar where if u select a struct member as class bp that you created, it sometimes get broken the member, now looks that problem scalated to something even worse.

Does this problem is reported?

And, when comes out support for RTX?

Pretty much as soon as they can manage it one would hope!

October 26, 2018 11:10 AM EDT
CARY, N.C.–(BUSINESS WIRE)–Epic Games is pleased to announce it has received an investment of approximately $1.25 billion from KKR, ICONIQ Capital, Smash Ventures, aXiomatic, Vulcan Capital, Kleiner Perkins, and Lightspeed Venture Partners.

“We’re excited to partner with the finest minds in the financial, sports, and entertainment communities. This reinforces Epic’s position of leadership in real-time 3D technology, and accelerates our ability to improve the way people play, work, and interact with the world,” said Sweeney.

This bug fix would be really nice to fix in 4.21. .com/EpicGames/UnrealEngine/pull/5142

Project Huge Memory Leak on 4.21.p3 , Crashes whole PC ( tried to compile a GameInstance BP ) … used to work on p1, p2

I know I’m beating a dead horse here but people who keep crying about ONLY NEEDING RTX make me laugh. Yes, let’s ignore the thousands of actual developers who use UE4 to release actual, tangible games so we can give people the new shiny stuff that has very little commercial value right now!

you clearly have no idea what your talking about. RTX as developer tool will cut man hours for devleopers down by a crazy amount. No more waiting 8 hours on 3 i7 computers to see what the lighting in my level looks like from 1 change. Now in real time. If that makes you laugh your an absolute bafoon and cannot be taken seriously. Either that or your just being a troll because you have nothing better to do.

That has little to do with RTX, that’s already been possible with Radeon Rays if anyone bothered to use them. Step back from the marketing for a moment.

You can use the same lightning system which fortnite does, where all lights can be movable with low render cost, has support to raytracing shadows at far distance(which result is amazing performance) and you don’t need compute lightmass. You should expect RTX only viable for video production/ movie making, it will require more time to reach the point where it can be use in any project goal.

Hi,

I was wondering if anyone could give me an update on the Polygon Modelling with Sub-D Surfaces that is in the Trello? We are about to go into full production of proper levels and the tool would be massively handy. Is there a chance it will be an experimental feature or has it slipped into later versions?

Thanks!