Unreal Engine 4.22 Preview

There are a couple things I have sent crash-reports already for each occurrence, but I have figure some workaround for insta-crashes.

  • if you could create or open a project but crashes on hit Play: disable Magic Leap plugins to Fix.
  • if you tried to open a blueprint only project and it crashes before editor opens: delete Build and Intermediate folders and try open again. For C++ projects you need to right-click the .uproject file and select Generate Visual Studio Files before trying to open the project

This is a biggie, kinda can’t actually test anything useful by default with a new project since this is enabled by default… :wink:

CREATING A NEW PROJECT WILL ENABLE THE MAGIC LEAP PLUGIN AND THIS WILL CRASH YOUR PROJECT WHEN YOU HIT PLAY.

Bolded and emphasized for effect for anyone scrolling thru here =)

Same here. but on 1080Tis. (3 in system non SLI)

Make sure to add inside the .uproject file these statements so the new project can be opened:

, "Plugins": 
    {
        "Name": "MagicLeapMedia",
        "Enabled": false,
        "SupportedTargetPlatforms": 
            "Lumin"
        ]
    },
    {
        "Name": "MagicLeap",
        "Enabled": false,
        "SupportedTargetPlatforms": 
            "Lumin"
        ]
    }
]

This has already been confirmed to not work, only new Nvidia RTX cards are able (and any other card that vendor changes the driver to support this, depend on them not Epic’s) and there is no fallback to old generations. See Epic’s staff comment on this post: https://forums.unrealengine.com/deve…31#post1580431

hey @ ive bug-reported multiple times that cascade is somewhat messy in 4.19 and up, and its still not fixed in 4.22 (preview)

Could you nudge someone please? While niagara is getting much love, cascade is becoming a neglected child, and while that is somewhat okay… it would be nice that before its depreciated its at least depreciated in a state where I can use it for clients who are far into production and do not consider adding niagara vfx content.

here is the issue:

thanks in advance :slight_smile:

Any news on the Built-In Skeletal Mesh Simplification?

We’re reproing this, thanks for the video!

For those looking to get started with Ray Tracing. Here is what you need to do to enable it and use it:

  • You’ll need to be on Windows 10 Build 1809 with an RTX-20XX series card and the latest drivers.

  • Use the command line argument -dx12 with UE4Editor.exe (for example, creating a shortcut and adding the arg at the end of the file path in the properties)

  • In the Project Settings, the following in this order:

  • Support Compute Skincache

  • Ray Tracing

  • Restart the Editor

From this point, you should have ray tracing enabled for your project.

You’ll find a bunch of commands under *r.RayTracing. **for different techniques. Some of which are disabled by default (like translucency and RTGI since they are still actively being worked on).

To use the Reference Path Tracer, use the level viewport and select ** Show > Ray Tracing > Path Tracing**. You can find some cvars for it under ** r.PathTracing.***

this is the error when we start with dx12 and raytracing

Assertion failed: !TotalBytesRequested [File:D:\Build++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp] [Line: 1749]

0x00007ff86a5d5299 KERNELBASE.dll!UnknownFunction ]
0x00007ff82cf7d897 UE4Editor-Core.dll!UnknownFunction ]
0x00007ff82cf7fdea UE4Editor-Core.dll!UnknownFunction ]
0x00007ff82cd9715a UE4Editor-Core.dll!UnknownFunction ]
0x00007ff82cd1f527 UE4Editor-Core.dll!UnknownFunction ]
0x00007ff82cd1fbb9 UE4Editor-Core.dll!UnknownFunction ]
0x00007ff81009066f UE4Editor-D3D12RHI.dll!UnknownFunction ]
0x00007ff81007db43 UE4Editor-D3D12RHI.dll!UnknownFunction ]
0x00007ff810081da4 UE4Editor-D3D12RHI.dll!UnknownFunction ]
0x00007ff81008918a UE4Editor-D3D12RHI.dll!UnknownFunction ]
0x00007ff8100f0ef9 UE4Editor-D3D12RHI.dll!UnknownFunction ]
0x00007ff8347fd3f9 UE4Editor-RHI.dll!UnknownFunction ]
0x00007ff6c5104b80 UE4Editor.exe!UnknownFunction ]
0x00007ff6c5105581 UE4Editor.exe!UnknownFunction ]
0x00007ff6c51055ca UE4Editor.exe!UnknownFunction ]
0x00007ff6c511314c UE4Editor.exe!UnknownFunction ]
0x00007ff6c5115b6e UE4Editor.exe!UnknownFunction ]
0x00007ff86adb7e94 KERNEL32.DLL!UnknownFunction ]
0x00007ff86da8a251 ntdll.dll!UnknownFunction ]

Epic… i’ve been waiting and waiting and waiting and WAITING!!! SINCE 4.2!!! YOU FINALLY PULLED THROUGH AND ADDED MOVABLE SPOTLIGHTS TO MOBILE!!! Wowww!!! Thank you so much! :stuck_out_tongue:

Which are your card model, driver version and Windows build version?

hi. thanks for info. there is a way to make unreal run with DirectX12 default? without shortcut? im just not a fan of shortcuts on my desktop.

https://media.giphy.com/media/rl0FOxdz7CcxO/giphy.gif

I also like that point:

Hello, I have activated the DX12 + ray tracing with a 2070, it works, however there is no denoise AI to activate.
I have encountered several problems:

  • Impossible to play in editor, crash ( under dx12).
  • emissive material in reflextion only works in the reflection?
  • Problem after a screenshot high resolution test, changes from 70fps to 2fps ( processing loop?)
  • Possible to launch the play only in standelone mode and DXR not activated.

Thank you for that one!

So. is this release just to promote nvidia new overpriced cards or will this work on any dx12 card?

Ive been told that as long as your card supports DX12 you can use it since that’s the driving force in how it functions in the engine. Im gonna test it after work personally. But would be a huge bummer if it truly requires an RTX card.

Excited to see that bit about the new audio engine being enabled by default for new projects. Does this mean it’s technically out of “beta” now? Either way, if it’s already enabled with 4.22 that ought to make transitioning over a lot easier compared to the fairly involved process that was outlined previously :slight_smile:

Uhum. Hold your horses, Visual media powerhouse first requires you to get the files in, and with the current poor state of Alembic in UE I don’t see that happening anytime soon.