Unreal Engine 4.22 Preview

**Hi , Same Here Like FAvEnTAD0r , i’ve got 2x 2080ti with NVlink installed **

When I run the application with the “-dx12” parameter an error is thrown. At the same time the engine starts. But without the support of raytracing.
MSI RTX 2070 Ventus.

I’m also getting this issue.

Filed a bug report.

Sorry, you’ll have to wait until 4.22 is released when you can download the 4.22 version of Content Examples project.

Would anyone be able to shed some insight into what is going on with some of my sequences in the preview?
In 4.21, or if I play my sequence right when the level starts, all my characters look the way we expect


but if in the 4.22 preview I play through to where the sequence is supposed to play in our game they’re all just collapsed into puddles of polygons

I also found that if these meshes have physics enabled then the game just crashes with the following stack trace


Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611]

UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:418]
UE4Editor_Engine!DispatchCheckVerify<void,<lambda_772c629cba1e4a100b11566d43231efa> >() [d:\build\++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:162]
UE4Editor_Engine!<lambda_4c016f6bf28eee943867ebb35fb73aef>::operator()() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physanim.cpp:577]
UE4Editor_Engine!FPhysicsCommand_PhysX::ExecuteWrite() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physicsinterfacephysx.cpp:635]
UE4Editor_Engine!USkeletalMeshComponent::UpdateKinematicBonesToAnim() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physanim.cpp:638]
UE4Editor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2386]
UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2112]
UE4Editor_MovieSceneTracks!MovieScene::FComponentAnimationActuator::Actuate() [d:\build\++ue4\sync\engine\source\runtime\moviescenetracks\private\evaluation\moviesceneskeletalanimationtemplate.cpp:273]
UE4Editor_MovieSceneTracks!TBlendableTokenStack<MovieScene::FBlendedAnimation>::ComputeAndActuate() [d:\build\++ue4\sync\engine\source\runtime\moviescene\public\evaluation\blending\moviesceneblendingaccumulator.inl:28]
UE4Editor_MovieScene!FMovieSceneBlendingAccumulator::Apply() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\blending\moviesceneblendingaccumulator.cpp:27]
UE4Editor_MovieScene!FMovieSceneExecutionTokens::Apply() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneexecutiontokens.cpp:78]
UE4Editor_MovieScene!FMovieSceneRootEvaluationTemplateInstance::EvaluateGroup() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneevaluationtemplateinstance.cpp:341]
UE4Editor_MovieScene!FMovieSceneRootEvaluationTemplateInstance::Evaluate() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneevaluationtemplateinstance.cpp:259]
UE4Editor_MovieScene!UMovieSceneSequencePlayer::UpdateMovieSceneInstance() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:835]
UE4Editor_MovieScene!UMovieSceneSequencePlayer::PlayInternal() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:182]
UE4Editor_DialogPlugin!ADialogManager::HandleLineSceneType() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:1417]
UE4Editor_DialogPlugin!ADialogManager::InternalMoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:647]
UE4Editor_DialogPlugin!ADialogManager::MoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:582]
UE4Editor_DialogPlugin!ADialogManager::execMoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\classes\dialogmanager.h:127]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4653]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:947]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2354]
UE4Editor_CoreUObject!UObject::execLetBool() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2256]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:852]
UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1076]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:852]
UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1076]
UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1101]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4653]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1504]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:769]
UE4Editor_Engine!FOnTimelineEvent::ExecuteIfBound() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\components	imelinecomponent.h:15]
UE4Editor_Engine!FTimeline::TickTimeline() [d:\build\++ue4\sync\engine\source\runtime\engine\private	imeline.cpp:533]
UE4Editor_Engine!UTimelineComponent::TickComponent() [d:\build\++ue4\sync\engine\source\runtime\engine\private	imeline.cpp:690]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_0d4f53812ecf0d18d8c5e79c6a8dd7fe> >() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3109]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:816]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async	askgraphinterfaces.h:842]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async	askgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async	askgraph.cpp:582]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4\sync\engine\source\runtime\core\private\async	askgraph.cpp:1457]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private	icktaskmanager.cpp:557]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private	icktaskmanager.cpp:1505]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:789]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1565]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3954]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

These actors are just simple SkeletalMeshActors, I did find that if I replace them with a actor derived from Character I don’t have any of these problems but I would like to figure out the actual cause in case I encounter this in the future. I’d also make a bug report but I don’t have a clue where to even start figuring out repro steps.

Huh, the Render Graph sounds interesting. But I don’t quite understand what it will be, can you share a bit of information?

Thank you for your answer.This is <Path Tracing>, But I mean <denoise>,like this pic,It’s in the console,but have no effect.

If I open <RayTracing.SkyLight> in console,<Prenintegrated Skin/Clear Coat/Two Sided Foliage/Hair/Eye> is wrong,like this,It turns purple

And
If I started <Path Tracing> and <RayTracing.SkyLight> at the same time, Unreal Engine will collapse。。

Every time I try to PIE or play in new window, 4.22 crashes (without raytracing on a 1070).
Happens in every project, even in templates

You have to disable Magic Leap plugins in the projects. Add the lines below to achieve that (don’t forget the commas and match brackets and curly brackets opening and closing):

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

Make sure you crank up the samples per pixel for ambient occlusion. Once I did that, the whole scene looked far better.

I am impressed how well this looks and runs on a 2080 Ti with 1 Sample per Pixel and Skylight activated.
After the very disappointing results of Battlefield 5 and many people losing trust in the technology DXR finally makes sense. The Pathtracer is wonderful for Archviz. Thank you Epic

These are so much great news!

Getting a crash reporter box coming up but the Editor still starts anyway.

https:///Jtgf8srw

Windows Build 1809
RTX 2080

No virtual texturing or fixed dynamic shadows in this build? That’s a shame. Not everyone is aboard the DXR train yet…

after enabling Raytracing.SkyLight - starting to get noise flickering. How to enbale denoiser for Raytracing?

Is there any way to enable RTGI?

I’m getting this weird result where my scene totally lacks GI but in the reflections of a chrome ball, the scene has correct GI. It results in a really dark and incorrectly lit scene except it is correct when looked at in reflections.

DXR is and will be useless for real time in the foreseeable future. Only people who can use it are RTX owners on PC, no consoles, no mobile. If you make anything that is not a promo (for a car company, archviz or whatever) or sponsored content (i.e. for Nvidia), you’re limiting yourself to a tiny portion of the market (according to Steam HW survey from JAN19, only 0.75% of Steam users have RTX cards). On the other hand, I can see using DXR for in engine ground truth renders as being very useful. Still, virtual texturing would help everyone who uses the engine and be a much bigger deal IMO.

When does the time come, where you fix all the bugs instead of bringing always new features and let the bugs be still available?

My biggest bugs are:

  • Deleting items in Enum causes in a lot of errors and nothing work anymore
  • Foliage painting doesn´t work on landscape with custom collision — a simple button in the foliage window where you can choose the collision to paint on, would help^^
  • Foliage Instances are not updating when changing stuff in the base mesh (like LOD)

There are much more bugs who exist partially since years…

Actually this bug is also present in UE4.21, I have already reported this bug, and the most interesting part is that UE4 developers were already aware of this issue and still they went ahead and released UE4.21, and they told me that this bug is not their priority at the moment.
So I hope this will get fixed in this released as they didn’t give me the date for the fix. Now I m certain that this is not going to get fixed in this release as well.

I will also tell you that I asked them that atleast give me context, I will try to fix it myself, but they didn’t give me the context. Now since you have posted the logs, I will use it and try to fix it, but won’t raise PR for that. Let epic do the fix.