Unreal Engine 4.22 Preview

Old bugs keep piling in UE4.22. All mine are still valid:
https://forums.unrealengine.com/development-discussion/rendering/1544782-can-t-set-max-draw-distance-in-ue4-20-and-4-21

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.

Magic Leap plugin crashes 4.22p1 on Niagara Content scene run.
Content Examples for 4.21 - Niagara map.

[quote=“Shadowjonny, post:57, topic:122316”]

In my case I had to update the windows to the latest. I thought I had, but it wasn’t the right one. after updating the windows 10, it works now.

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

RTX STILL OFF, lol 4.22 not a real boy

BTW Amazing progress, thanks and can’t wait cant wait to try 4.23 y’all hording that stuff lol digitize or git are arses links bruhs :cool: show me da Unreal

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.

Ray Tracing problem with 2 Titan RTX SLI only that I have
without SLI work fine no problem.

https://www.youtube.com/watch?v=eojwNrjhSBU

How to turn on denoise??I can’t find it~~

after you’r this.

When running on ios we get this kind of assert.


validateNewTexture:82: failed assertion `Offset of a buffer-backed texture with pixelFormat(MTLPixelFormatRG32Float) must be aligned to 64 bytes, found offset(288)'

Anyone else get this?

[quote=“FAvEnTAD0r, post:150, topic:122316”]

Ray Tracing problem with 2 Titan RTX SLI only that I have
without SLI work fine no problem.

Do you have a NVLink bridge installed?

Yes, it is installed.

When i typing in console to customize raytracing parameters unreal engine do not responsing! Is any one has dat problem?

Reminder

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).

Thank you

Can’t find this material Radial Motion Blur | Unreal Engine Documentation

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:

  1. Create a blank BP project.
  2. In project settings, collision, create a custom trace channel (“TestChannel”) with default response “ignore”.
  3. Create a new BP class based on Actor. Add a sphere as root component. Add a box collision as child of this sphere.
  4. Configure the box collision aus follows:
    collision presets - custom
    Trace responses: Visibility - ignore, Camera - ignore, TestChannel - block
  5. Place one of this BP Actor around Position 0,0,40
  6. 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.

When I am trying to send bug submission site just goes greyish and halt.

.com/EpicGames/UnrealEngine/blob/master/Engine/Source/Runtime/Engine/Private/Particles/ParticleVertexFactory.cpp#L34
This seems to be cullprint.