Additionally, Cardboard VR build is now a black screen which I struggled to exit. Haven’t tried to mess with different SDK versions though, because in Daydream builds controller is broken anyway.
The one with Max Draw Distance is really fun.
I expect that ‘Fix Version’ for these bugs will be updated to 4.23 as it was done a few times.
Thus, I can’t switch from UE4.20 anywhere further. Which stable version of Unreal Engine have you stuck on?
And, of course, Unreal Engine Issues and Bug Tracker (UE-65983)
Which apparently 14 people were able to reproduce, but Epic couldn’t.
I think I will create a duplicate of UE-65983 if its status won’t change.
I don’t know if this has been mentioned but is seems like a few of the ray tracing features listed did not make it in the cut. I don’t see any of the commands for global illumination which are present in the render dev branch.
When I try to assign a texture, UE 4.22 just freezes…just connecting anything in the texture editor freezes UE 4.22. how can I get over this? I’ve seen samples on youtube with various reflective examples…
also, softshadows is great, but it’s very grany… how can I get rid of the noise? I’ve see some sampling number being changed that fixed it…
thanks
edit: nevermind… it was r.Raytracing.RecLight.SamplesPerPixel 20 is good enough… It’s quite expensive though…with screen percentage of 200, it goes down to 3fps… and I have 2080ti. this is not real time yet huh
Unreal Engine Issues and Bug Tracker (UE-66847) is fixed only partially in the current preview.
Re-reported the issue with a 4.22 project and updated repro steps, additionally reported two possibly related sequencer bugs. Would be amazing to see them fixed in 4.22 final… one can hope.
validateNewTexture:82: failed assertion `Offset of a buffer-backed texture with pixelFormat(MTLPixelFormatRG32Float) must be aligned to 64 bytes, found offset(288)'
Please make sure to report all potential 4.22 Preview bugs, and the steps to reproduce them, at the Unreal Engine Bug Submission Form](Unreal Engine Community).
I have created “Case # 00099009: MultiBoxTraceByChannel regression with custom trace channel”, however, since my recent experiences regarding the bug reporting policies were very negative, I’ll post it here for others to check. Basically, while trying to reproduce, I’ve found that custom collision traces are completely broken in 4.22 preview, I did not even come to the point to reproduce the trace “flickering” which I was talking about. These are the steps to reproduce:
Create a blank BP project.
In project settings, collision, create a custom trace channel (“TestChannel”) with default response “ignore”.
Create a new BP class based on Actor. Add a sphere as root component. Add a box collision as child of this sphere.
Configure the box collision aus follows:
collision presets - custom
Trace responses: Visibility - ignore, Camera - ignore, TestChannel - block
Place one of this BP Actor around Position 0,0,40
Run frequent MultiBoxTraceByChannel, (e.g. in the attached project, it is in the level blueprint Tick), on this position, using TraceChannel “TestChannel”.
Print return value and/or enable debug drawing.
MultiBoxTraceByChannel does not return a blocking hit on 4.22
MultiBoxTraceByChannel returns a blocking hit on 4.21
Hopefully, some more QA will be done with regard to custom traces.