Same error here, disable all plugin and then restart the pc. Press “verify” insteat of run while in the epic luncher menu. Should be reinstall / check every files. reinstall the plugins. Works for me.
Other option unistall all…
If you disable Support PointLightWholeSceneShadows and try to place a point light + static mesh in a level the editor will crash.
Could someone look into this?
Fully agree with that. Unfortunately it seems like no development has been done on glTF in recent times.
what specs do you have for your PC?
Here’s a good way to keep an eye on what is going on when it doesn’t look like anything is happening:
Step 1. Grab Process Explorer: Process Explorer - Sysinternals | Microsoft Learn
Step 2. Run Process Explorer.
Step 3. When UE4 is loading, look at Process Explorer - you’ll likely see ~16 Shader Compiler subprocesses under the UE4Editor.exe. If you don’t, it’s an actual hang.
4.21 Saved Games in application private storage Hi,
Do I need to ask for some permissions to write in App Private Storage? By default, the save game is not saved at all.
Thanks
this version is sooooooo f* up!
Nothing is stable
any update on 4.22 date and rtx lightmapping?
We’ve only just released 4.21, so there aren’t any plans to start discussing or sharing 4.22 information just yet. It’ll still release in our normal cadence, so expect more details in a couple of months.
[USER=“4894”][/USER]
Do you have any docs on this?
In editor and Launch Game evertyhing is working as expected. In shipping mode, my file is not saved.
thanks
nice to know about the new release update and all the features in newer version seems promising
I am guessing there is no QA at Epic when it comes to mobile VR - 4.21.x apps crash on Oculus Go and Google VR right on launch.
I’ll submit bug report later today with logcat output (for Oculus Go), but I won’t be making any special projects for Epic to reproduce the crash (although I can provide Epic with my project).
Has anyone found a fix for this? https://forums.unrealengine.com/comm…_unique_net_id
(Prelogin failure: incompatible_unique_net_id with mixed online subsystems)
For Crossplay Purposes: Can we disable the check for mismatched online subsystems that causes a prelogin failure and thus creates a client disconnect?
This feature would be useful since 4.20+ no longer allows mismatched subsystem clients and dedicated servers to join each other.
The material editor in this version is much slower than 4.19 !
When i tweak a shader it takes ages to compile it, while in 4.19 it takes 2 seconds. I am new to Unreal and trying to learn it and it is annoying.
Please do something.
WOW, that is an amazing list of fixes and updates! On the down side something happened to the physics system. When you shoot a destructible wall made with APEX the bricks that fly off now bounce like rubber balls. I do not know what changed in 4.21 but it has really messed up major part of my project.
Un-checking “Use CCD” in the destructible mesh properties of the blueprint seems to have fixed the issue for me.
For us the introduction of Datasmith made it possible to take our construction models into unreal engine for immersive visuals, however Construction Simulation (4D animation) that is compiled in othe applications such as Synchro and then exported via FBX to 3ds max for rendering better quality is the workflow. We would like to see the evolution of Datasmith to include animation as well. In particular we would like to see 3ds max’s Object Visiblity parameter translate to Unreal’s Toggle Visibility. And in order to support animation through timeline (objects apearing or disapearing over time based on the construction schedule/dates) translation of the 3Ds max’s timeliner keyframes to Unreal’s sequencer will be a necessity as well.
I am happy to contribute and participate in such effort if Epic/Unreal team is keen to improve the Datasmith before official licensing/sales.
It’s so messed up, I’ve regretted that updated ue4. I’ve been using 4.21 for about 3 months and found at least 3 fatal (for me) bugs, while in 4.20 I haven’t noticed any! And after all it became very unstable
Thank you for the feedback. We welcome you to post in the dedicated forum section specifically for Unreal Studio/Datasmith discussion to ensure that the correct individuals see it - https://forums.unrealengine.com/unreal-engine/unreal-studio
I’m using forward rendering in my project and I don’t know if that’s the reason for such a slow down in material compilation.
But even in deferred mode, it looks like every change I make to a material is compiled in sequence, even if I made it before the previous one finished compiling, in which case the previous one should be canceled and only the last one should compile. It is really bad because if you’re working with a translucent material (worst compile times) and you create two Add nodes really quickly, for instance, the whole material gets compiled twice in sequence. That creates a shader compilation line of about 300 shaders when it should be 150 (the last change only). So if I forget Live Preview on while working on a shader, it comes to a point where I have to wait for more than 2.000 shaders to compile!
I think that compiling line problem has to do with XGE. I’ve started noticing this when I first enabled it on 4.18 or 4.19. I’m gonna spend some days working without XGE enabled (even though it looks like ShaderCompileWorker won’t be using all my cores) to see if it cancels compilation of outdated shaders as needed. I think it used to be like that before XGE was enabled by default, but I’m not sure.