Unreal Engine 4.22 Preview

That’s not a bug. You can’t decouple GI and AO as AO is physically “generated” by GI. AO is a fake and has no counterpart in the real world.

NVidia announed at GDC that non-RTX cards will receive support for RTX in a new driver release in April/2019. The models include are:

Pascal:
GTX 1060 6GB
GTX 1070/1070TI
GTX 1080/1080TI
Titan XP/Xp

Volta:
Titan V

Turing:
GTX 1660/1660TI

As for T4, you need to ask at NVidia’s forum, because I think none at Epic will have this specific answer since it is a very specific card for IA.

How come the effect produced by RTGI is completely different in P6 compared to P5< then? Different as in not producing any AO :eek:

Maybe wasn’t correct before then, beware that i’m only supposing things from my knowledge…but: in real life “Ambient Occlusion” is actually the poor light condition caused by OBJECTS occlusion, meaning that less “portion” of the light is reaching a certain spot from its (light)source because light have to bounce more to reach a closed space, until loses strenght and so that area will look darker. And i’m not talking about Direct light contribution/shadows but Indirect light bounces. Assuming that Raytracing is meant to be phisically correct this is how it should work. Standard AOs we know try to fake realty but it’s easy to end up with too strong and unrealistic shadows even in open spaces.

And if u read back i posted (and you can try) that enabling RTAO alone works in P6, but obviously u can barely see a difference in open spaces cause is a really soft shadow, then enabling RTGI raises up the “effect”

EDIT: btw i really would like to have Epic’s feedback/demonstration of how things are supposed to be

Is there no Workaround for a similar result? In the Debug Pathtracing Channel there are shadows. Mhhh?
Maybe with Translucency?

Looks like ray traced translucency also doesn’t support the SSP shading model. Darn, I’m working on an astronaut atm.

Hi, Is Directional Gravity for character BP and movement component already been added in Preview 6 of UE 4.22?

This is been requested since 2014 to be able to walk in spherical objects with third person characters and Movement component…

Thanks for reply! Maybe I’m wrong, but I believe that Epic should clarify this issue and try to solve it for providing best user experience for UE4 customers. Am I wrong ? Or we should wrap all STL contatiners in case of using new third party for iOS (I beleive it’s not the best approach) ?

Hi community,
Have you experienced some freeze in the editor with preview version? I noticed it since the first preview, hopping next preview will fix it but even with the prev6 I have to manually stop the UE4Editor processus and then restart my project.
I happend whatever I do in the editor, even with the simpliest task. E.g tried to create a 3vector node in an empty material, and… freeze.
I did’t find anything on the forum about that issue, i’m starting to think all is about my system (of course, all my drivers are up to date). (But hey, I have no issues with 4.21;))

Yes, been on preview 3 to 6 and p6 is currently the worst in terms of crashing. Make sure send out the crash report though.

I have the same problem, you can check my previous posts, are you also on a laptop? I tried to submit a bug report, but they cant just reproduce the bug.

The problem is ThirdParty code apparently has this issue too (which means it’s not a UE4 specific issue), if I’m reading that answer correctly. Try it out. Create a small app that uses those STL containers and see if things blow up. Maybe @gigone.lee can expand on things.

any project upgraded to 4.22 preview 6 works. but if you will turn on raytrace will crash.
same operation with preview 5 worked fine.

Preview 6 crashes for me 100% of the time if I turn on raytracing in any project- before preview 6 raytracing was working just fine and I was using it without a problem.
Anyone else having the same issue?

If your crash is occurring when opening the editor in DX12 mode after enabling Raytracing in your Project Settings, a workaround is this:

After you enable Raytracing, close the editor, then open 4.22 Preview 6 from the launcher (without the DX12 option). Wait for all the shaders to recompile (took several minutes for me), then close your project, then start the editor in DX12 mode and open your project again in that.

Datasmith not working - I needed it, also when is octane materials gonna come out - since otoy is all involved apparently - been asking for it since datasmith beta, also how to manually recompile datasmith - no idea how to do it

Hello, everyone, someone tested the RT in the VR HTC Vive Pro, I did some tests here, using the RTX 2080, i7 8700, hangs the editor and crash, does anyone have any solution? I used the 4.22 preview 6.

Thank you, that worked just fine!

Just got me a new 2080 Ti Nivida G card and all of a sudden I get this…
LowLevelFatalError [File:F:\build\Trunk\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 176]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)

VERSION: 294.101
KERNELBASE.dll!UnknownFunction (0x00007ffdda089149) + 0 bytes [UnknownFile:0]
ShooterGame.exe!FError::LowLevelFatal() (0x00007ff61fe60286) + 0 bytes [f:\build runk\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
ShooterGame.exe!TerminateOnDeviceRemoved() (0x00007ff6202652a9) + 0 bytes [f:\build runk\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:189]
ShooterGame.exe!VerifyD3D11Result() (0x00007ff62026534c) + 0 bytes [f:\build runk\engine\source\runtime\windows\d3d11rhi\private\d3d11util.cpp:225]
ShooterGame.exe!FD3D11DynamicRHI::RHICreateUniformBuffer() (0x00007ff6202634bb) + 0 bytes [f:\build runk\engine\source\runtime\windows\d3d11rhi\private\d3d11uniformbuffer.cpp:262]
ShooterGame.exe!SetUniformBufferParameterImmediate<FRHIPixelShader * __ptr64,FDeferredLightUniformStruct>() (0x00007ff62146e100) + 49 bytes [f:\build runk\engine\source\runtime\shadercore\public\shaderparameterutils.h:434]
ShooterGame.exe!SetDeferredLightParameters<FRHIPixelShader * __ptr64>() (0x00007ff621465137) + 0 bytes [f:\build runk\engine\source\runtime\renderer\private\lightrendering.h:108]
ShooterGame.exe!TTranslucentLightingInjectPS<0,0,0,0>::SetParameters() (0x00007ff6215349c2) + 40 bytes [f:\build runk\engine\source\runtime\renderer\private ranslucentlighting.cpp:947]
ShooterGame.exe!InjectTranslucentLightArray() (0x00007ff6214ffd1b) + 0 bytes [f:\build runk\engine\source\runtime\renderer\private ranslucentlighting.cpp:1589]
ShooterGame.exe!FDeferredShadingSceneRenderer::InjectTranslucentVolumeLightingArray() (0x00007ff6215003c7) + 0 bytes [f:\build runk\engine\source\runtime\renderer\private ranslucentlighting.cpp:1639]
ShooterGame.exe!FDeferredShadingSceneRenderer::RenderLights() (0x00007ff62143c303) + 0 bytes [f:\build runk\engine\source\runtime\renderer\private\lightrendering.cpp:482]
ShooterGame.exe!FDeferredShadingSceneRenderer::Render() (0x00007ff6213bc5fb) + 0 bytes [f:\build runk\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:924]
ShooterGame.exe!RenderViewFamily_RenderThread() (0x00007ff6214a067f) + 0 bytes [f:\build runk\engine\source\runtime\renderer\private\scenerendering.cpp:1151]
ShooterGame.exe!TGraphTask<FRendererModule::BeginRenderingViewFamily'::13’::EURCMacro_FDrawSceneCommand>::ExecuteTask() (0x00007ff6214c5942) + 12 bytes [f:\build runk\engine\source\runtime\core\public\async askgraphinterfaces.h:871]
ShooterGame.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x00007ff61fdcef58) + 0 bytes [f:\build runk\engine\source\runtime\core\private\async askgraph.cpp:939]
ShooterGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x00007ff61fdce10d) + 0 bytes [f:\build runk\engine\source\runtime\core\private\async askgraph.cpp:680]
ShooterGame.exe!RenderingThreadMain() (0x00007ff6202d5129) + 0 bytes [f:\build runk\engine\source\runtime\rendercore\private\renderingthread.cpp:265]
ShooterGame.exe!FRenderingThread::Run() (0x00007ff6202d5490) + 0 bytes [f:\build runk\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff61feb0966) + 0 bytes [f:\build runk\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff61feb0828) + 8 bytes [f:\build runk\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007ffdda6381f4) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffddd16a251) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffddd16a251) + 0 bytes [UnknownFile:0]

Can someone PLEASE decipher this and tell me how to fix it? I just want to know how to fix it… :frowning:

Have you updated your drivers and windows version?