Unreal Engine 4.22 Preview

More real time raytracing :slight_smile: I think what is really cool is that all lights now support raytracing, so you get soft shadows from point and spotlights from the get go :slight_smile:

I noticed a new feature, that I have not tested yet: Advanced Copy, promises to fix up redirections and dependencies! Very useful, if bug free (and as complex as it must be, not sure I’d want to certify that!) How many times in the past have I renamed a folder, and everything seemed to work, but next session I found the changes didn’t get propagated to the Config (e.g. if I rename the game mode…everything breaks!), or the skeletal meshes forgot their materials, or the materials forgot their textures or…

In UE4 4.22 Preview 2. Enabling far shadows on the directional light causes the distance field soft shadows to stop working within the range of the far shadow cascades. Enabling tessellation on the landscape material causes a crash if one of the landscape tiles is loaded while material is saved. With tessellation enabled, landscape tiles do not cast or receive any shadows unless the streaming proxy is selected in the editor. Also, any landscape component that is frustum culled no longer casts shadows.

I have noticed that in 4.22 you cannot search for content based on collection names anymore.
For example I have a whole lot of assets in Collections and previously I used be able to select the top ā€œContentā€ node in the Content Browser and in search type (Collection=Street_Furniture) and it would return all the assets that I have in my ā€œStreet_Furnitureā€ Collection (I also used to able to use != to show me everything I don’t have in the Collection).

Now regardless of what I try, Collection=CollectionName in the search area always shows no results.

Has the syntax for searching changed now or has anyone else noticed this issue?

a couple of days with rtx - its raw and low fps… but its looks so unreal to see GI in realtime. P.S Everyone who has a problem with the do not responding ue wit rtx - disable u intel hd card )

As somebody already asked, I am also curious (and sad for now) - what happened to MeshEditor, or, where it is hiding now? In 4.21 I was enabling it from console ā€œMeshEditor.enableā€, that gives me a new tab on the left panel, for static mesh geometry editing (finally). In 4.22, i see this (i guess) plugin already in Plugins list (Plugins - Editor), but ticking it does not give me that new tab. And, doing console command is not giving that mesh edit tab either. Any knowledge on this, please? Thank You.

I’m mostly excited about Editor Utility Widgets.

Downloading 4.22 now, but I can’t seem to find any info on Editor Utility Widgets anywhere. Any documentation or help on how to actually start up this feature?

I would assume it allows us to use widgets in the details panel instead of messing with slate/c++. Is this correct? If so where do I begin? =D

EDIT:
It’s a new asset type under ā€˜Editor Utility’ on the content right click menu. It’s basically a new editor panel, but you can right click the file and click ā€˜edit blueprint’ to get your UMG stuff in there. Very cool.

Would still have preferred to have this embedded into the details panel of certain blueprints, but this is a nice start!

Looks like raytracing works after packaging, but only as developer nor shipping. And after packaging give shortcut with -DX12. With shipping mode you get error.
And question to Epic developers - Why particles not supported by raytracing?

I’m bumping this question once again. I know Epic is going to showcase Chaos & Blast in GDC 2019, and I made extensive testing with editing source code to get most of Chaos Physics & Blast Plugin in latest 4.22 branch. Replacing Physx with Chaos from UnrealBuildTool flags made whole physics engine stop reacting (except new Geomery Collection Actors), so looks like we shouldn’t expect a big chance in that case with 4.22.

Other option is running Chaos & Physx together. That can be achieved by enabling flag variables marked with ā€œdev-destruction=trueā€ comment in UnrealBuildTool module rules. Chaos will handle destruction only stuff, while Physx is handling rest of physics queries. In that case, using Blast will be pointless, because in most general form of explanation, you cant make a Chaos handled object & Physx handled object collide together. So, implementing Blast in your project with 4.22 will be completely pointless. I also can say Apex Destruction got more unstable with 4.22, destructed chunk pieces are started sleeping on middle of simulation after updating my project to 4.22 …

Also there are serious issues with Mesh Editor still. For example, when you try fracturing an object, editor tries to select newly generated Geometry Collection Object, but because of a bug in source code, that selection process throws an array out of bounds exception. I have bypassed the problem by commenting out that GEditor object selection line in Mesh Editor plugin source code, and finally made blast plugin working with new chaos physics.

Another problem is, when you replace Physx with Chaos completely, if you have any CCD enabled object on your scene, engine will immediately throw an assertion error. Chaos does not like CCD enabled objects, because probably there won’t be need for CCD with Chaos. To launch the engine with Chaos Only mode, you need to create an empty level project, so there won’t be CCD enabled objects in your loaded scene.

Blast Plugin & Chaos Solver works nicely for that stage of development, but I wonder what will be the real use case in 4.22?

Is there any Epic Developer here to confirm/deny my comments about Blast & Chaos Physics here?

Here are some test videos:

Engine build where Physx is completely replaced with chaos:

Engine build where physx and chaos are working together:

Edit: [USER=ā€œ4894ā€][/USER] I’m also mentioning you, since you got involved in that chat :slight_smile:

I was tagged, but it’s not anything I’m working on or have knowledge of. I’m all-in on writing for our Ray Tracing features this release along with some other rendering features that are coming. Also, as much as I’ve enjoyed working with our physics systems and tools in the past, it’s also not an area that I write for in documentation much anymore since I’m mostly working with our Rendering team at this point.

As for Chaos, probabaly none beyod telling that there is new native physcis engine in the works.

If you look at Chaos is very heavy WIP with std:: references all over the place.

It certainly looks like replacement for PhysX just not this or next release, probabaly not even this year.

Still wondering about this.

I would love to use 4.22 instead of 4.17

But I need the hmd to actually work in vr

4.18 was broken on many HMDs through steamvr, 4.19 and above fixed it. It wasn’t a rotation issue but a viewport thing though, so may not be what you are seeing.

I have a pull request here that fixes the issue in 4.18:

.com/EpicGames/UnrealEngine/pull/4356

I’d always recommend upgrading one engine version at a time and not jumping straight from 4.17 to 4.21/4.22, otherwise you won’t know which version made things go wrong.

[USER=ā€œ4894ā€][/USER] Sorry for misunderstanding, I thought you have even a little knowledge about physics side of the engine :slight_smile: Also thank you for your kind reply.

@iniside Thank you for the explanation! Our project heavily depends on destruction, and I’m already worried about state of Apex in 4.22, because it became more unstable with this version. We also know that Blast is not production ready for 4.22, so I have no idea what to do in next release. I also wonder what Epic is going to show in GDC 2019: https://schedule.gdconf.com/session/causing-chaos-the-future-of-physics-and-destruction-in-unreal-engine-presented-by-epic-games/865575

Does anyone know where Gauntlet document is?

I know that there is Japanese document here [UE4] Gauntlet Automation Framework - Qiita

But I want to find an official English document. I probably need to spend one day to translate that Japanese document.

I can’t get soft shadows from point and spotlights,how did you do it ?:wink:

Be sure that you’ve set a source radius larger than 0. If you have ray tracing enabled for the project, that should be all you need to do.

i keep getting this error on export (revit 2018.3), what could be the problem?

Very thankful!! This is a great result

Any info on which Oculus Integration will make it into 4.22? I am desperately waiting for Oculus UE4 1.32 or higher as it has the fix for the Oculus Subsystem matchmaking bug which currently prevents matchmaking via OSS.