Unreal Engine 4.21 Released!

I’m getting this one a lot too.

Hello there,

I’ve just upgraded to 4.21 and decided to try Niagara. Created an emitter, a system and attached a NiagaraComponent to my character. Everything looks cool, but now every time when I try to recompile my project (with c++ through VS or Editor) Unreal Editor crashes…
Here is the stack trace:


Assertion failed: IsInGameThread() [File:D:\Build\++UE4\Sync\Engine\Plugins\FX\Niagara\Source\Niagara\Private\NiagaraCommon.cpp] [Line: 276]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417]
UE4Editor_Niagara!FNiagaraScriptDataInterfaceCompileInfo::CanExecuteOnTarget() [d:\build\++ue4\sync\engine\plugins\fx
iagara\source
iagara\private
iagaracommon.cpp:277]
UE4Editor_Niagara!UNiagaraScript::CanBeRunOnGpu() [d:\build\++ue4\sync\engine\plugins\fx
iagara\source
iagara\private
iagarascript.cpp:1310]
UE4Editor_Niagara!UNiagaraScript::Serialize() [d:\build\++ue4\sync\engine\plugins\fx
iagara\source
iagara\private
iagarascript.cpp:335]
UE4Editor_HotReload!FAsyncTask<`FHotReloadModule::ReplaceReferencesToReconstructedCDOs'::`2'::FFindRefTask>::DoWork() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\asyncwork.h:263]
UE4Editor_HotReload!FAsyncTask<`FHotReloadModule::ReplaceReferencesToReconstructedCDOs'::`2'::FFindRefTask>::DoThreadedWork() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\asyncwork.h:288]
UE4Editor_Core!FQueuedThread::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal	hreadingbase.cpp:455]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

Maybe I’ve missed something… Can someone help me, please?

@blink7 Sorry you’re running into an issue. I’ll try and do some research on my side, though I am getting ready to get on the road, so I will be delayed in any response.

For now, you might want to try checking AnswerHub. Someone else may have posted a similar issue, or someone may be able to assist you quickly with this.

Thanks!

Did you already plan when you’re going to release 4.21.1? Maybe next week? Or is it more like next month?

Not yet, and this week is a shorter week for the office here in the states. Thursday we celebrate Thanksgiving so our studio will be closed Thursday and Friday. We’ll make sure to announce when a hotfix is released though! Keep an eye on our social media!

Hey there fam, I’ve got a strange bug that seems to have popped up in 4.21

I thought it might have been my computer at first, some sort of GPU issue, however I have tried this project across multiple computers now and the same issue appears.

The sliders and input boxes appear blank, as do the UI around the viewport and the various asset labels and information.

Any one else run into a similar issue?

Anyone else noticing a huge increase in binary file sizes? Did something change that I missed? Or did it just increase that much? I’m coming from 4.18 on most of my projects. Are there a bunch of frivolous plugins enabled by default now? Is it due to improper use of Include-What-You-Use (IWYU)?

Edit: It appears this increase in size only happens with the games packaged by the source build of the engine. I’m seeing a 200MB+ packaged game increase when using the source version of the engine.

-no spam pls-

Gise210607:)

Hey devs i see the orthographic LOD bug (not so much of a bug rather omitted undesired behavior) is still present probably since the engine existence. I reported this way back 4.18 or 4.17 but i think it was closed.
If you go in orthographic mode the object size on screen is 0.0000 which loads the object lowest LOD level and makes the objects completely indistinguishable if you have very low LOD levels like 5% polygons in autoLOD settings, all you can see is some triangles even when looking up-close. This happens in all view ports when you switch from perspective view to top/front/left etc.
Please this is a 100% issue on all machines is not my PC or 4.21 only.
I think you guys just didn’t think about this when made the orthographic implementation. I mean its extremely obvious if you have any complex scene or static mesh and you need to go in ortho mode for whatever reason you can instantly see something is not right if your objects have LOD’s. I use auto LOD so im not sure if for imported LOD’s the issue is still there but for generated ones it is.
Please dont send me to make a bug report most bug reports i ever made got closed.
This might be a simple fix, when you are in orthographic mode set all objects screen scale to 1.0 or just load LOD0 in orthomode.

@Zeblote

Hi,
Can we expect a fix soon for this bugUE-50329 ?
It still there since 4 versions, and it is really a stupid bug. I lost 4hours on this one, until I saw that it is a bug.

Thanks,

I’m having some trouble with procedural meshes. I’m programmatically generating quads in blueprint and the procedural mesh doesn’t seem to persist at all. If I change even one property of the actor the procedural mesh component stops rendering the geometry it had. If I save and load the map the same procedural mesh does not exist anymore, it gets completely cleared.

Anyone else have the same problem?

I notice that Steam clients do do not connect to a listen server when packaging the game from the source version of 4.21. The clients fail to connect to a listen server reporting PendingNetDriver OutdatedClient. Packaging the game from the launcher version of 4.21 works. I wonder if it’s related to this problem in 4.20. https://forums.unrealengine.com/unre…04#post1505904

I didn’t make a bug report because I do not have the time to fully investigate the problem and the answers and bug reporting system is hard to navigate. I didnt’ see any similar reported bugs. I’m reporting it here so other people can find a possible answer or confirm they are seeing the same issue.

Hello @lotodore and @geylangwarrior

We have not noticed these issues internally but can you please enter a Bug Submissionusing our form with as much information as possible? If we can reproduce the issues, we’ll look into them further and enter a bug report for them.

I have already reported the UI button issue on 18 November as “Case # 00081057: UMG button events do not work correctly if “use mouse for touch” is enabled”. I included a sample project. It was just pointed out to me that this was already entered as Unreal Engine Issues and Bug Tracker (UE-66823). However, UE-66823 is marked for release 4.20.3. Instead, the issue I’m reporting is definitely a regression.

In general, I’m afraid I’m getting very frustrated with the current policies you are applying with issues reported through the bug submission tool. Even though I include sample projects, issues keep being rejected. I don’t know why I’m spending the time preparing these reports. For example, I also reported “Case # 00080824: Packaging with nativization crashes for certain nested Widget BPs” which is also a regression in 4.21. I also included a sample project. It was rejected as being a “singular crash in my project” even though I know that several other users are also encountering this issues.

You ask people to report bugs, then you reject valid reports. I don’t get it. Then just stop asking for reports.

I think you UI Button issue is linked also to : Unreal Engine Issues and Bug Tracker (UE-50329). There is clearly an issue with the “use mouse for touch” in the Events.
I bet both are linked to the same root cause.

As a work around, try to set to false: IsFocusable

I agree that Pressed & release Events should not be impacted by the “Use mouse for touch”.

UE-50329 have some repro step and the answer hub contains also repro. I hope they will fix it… it is there since months (4 versions).

I has a some problem with my project in 4.21 (from 4.20). Below you can see cannons that a skeletal meshes with anim bp. I setting up then during runtime by cpp code.
Below are PIE with DirectX, all seems fine.

PIE.png
But when I launching mobile preview or enabling android preview (ES2) cannons disappears, they just didn’t want to setup for some reason.

MobilePIE.png

Used Debug in VS for check what went wrong, but code work fine.

Regarding the supposed Oculus Avatar support mentioned in the release notes, on Oculus’ documentation they mention that Avatars are **not **supported in Unreal 4.21. See here: https://developer.oculus.com/documen…rs-gsg-unreal/

I noticed the plugin is only whitelisted for Win64, and it won’t build for me for Gear VR/Go.

Could a dev clarify whether this plugin is properly supported in 4.21 right now? Just it seems like conflicting info at the moment.

Hey Mosel3y,

I’ve pinged one of the guys on our team that works with XR/VR. He’s looking into it for any additional details. Sorry for any confusion that has been caused. We’ll let you know what we find out.

Paper2D Flipbooks used in UMG widgets were broken for VR with instanced stereo rendering a while ago and flagged as “won’t fix” but there was a work around to set the material type to “translucent”. Unfortunately now the workaround is also broken in 4.21.

I’m investigating the Paper2D rendering code to see why that is. If I manage to find any more useful information I will make a post in the Paper2D thread with my findings (if I can fix it even better but I’m fairly new to Unreal’s rendering backend so I can’t say I’ll be able to do it with confidence).

UMG possible doesn’t need to be involved. I need to run some more tests to get a more thorough report.

Here is an answer hub thread which contains the workaround : Flipbook component in VR only appears in one eye. - XR Development - Unreal Engine Forums

and here is the bug link : Unreal Engine Issues and Bug Tracker (UE-37611)

Thanks