Unreal Engine 4.22 Released!

Thanks for the tip. Is there anything else I need to do to get it to work?

https://youtube.com/watch?v=bqxD9cFfrDA](https://www.youtube.com/watch?v=bqxD9cFfrDA)
got lot of crash during capturing video especially when I browse and edit any material (datasmith)

The tip was just to give more error details - ie the exact functions that were called in the order of execution (call stack). So the more information, the easier is to get things fixed (you should log these into bug report form too).

One say foliage is ready with Raytracing, others say not yet. What exactly is going on?

Looks like TemporalAA thats causing this? Try turning it of in the project settings->rendering

material compiling is extremely slow in compare with 4.15 version , sometimes freezes for some seconds. Using 6 core processor 16gb ram , gtx1060. Maybe there is something with workers. Any way to debug , stat somehow how much time different shaders takes to compile ?

Did you also just install new Visual Studio 2019 by any chance? If yes, try uninstalling IncrediBuild. It was slowing down my shader compiling times significantly until I removed it.

I have a question to the developers. Why did you add a check inside TSceneCastCommon function that prevents to do a test with the same Start and End locations? How to get a Hit result now for box o sphere trace in one location?

Do you mean exporting the scene again? I have problem with spatialized sounds not playing at all/some playing from time to time. The problem started with 4.22, I made a copy of my 4.21 project and suddenly almost all the sounds are not working anymore. Seems like the only one that works properly is a Modular Synth. I’m using 4.22.1 and the Steam Audio plugin, exporting the scene again doesn’t help. I’d go back to 4.21 but that keeps crashing with Vive Wireless adapter.

Anyone have any tips what to try?

Also noticed the engine crashes and no crash reporter pops up when I press the Export as obj -opiton on Steam Audio panel.

I’m seeing a new memory leak in 4.22 on iOS. It might be related to the stats system, I’m not sure. But I just want to know if anyone else is seeing this, and/or if it affects any other platforms.

I open a blank level, turn on “stat unit”, and the “Mem” field continually goes up (about 10MB in about 15~20 minutes on an iPhone SE and an iPad Pro). When I open a different blank level (via OpenLevel node), the leaked memory is not getting freed. In other words, the leak just keeps getting bigger the longer the game is on.

When I check the same setups in 4.20, “Mem” stays constant.

Hello i just bought a brand new RTX 2080ti, to test raytracing. Everything cool, but metallic/rough materials are very noisy. I tried increasing sampling, reducing ray distance, etc. but nothing seems to work. I think is something related with reflection, or material settings, maybe?

Have you increased sampling for both Skylight (if you use it), all the postprocessing (reflections etc) and for raytraced (if you use that)? Also, in some cases it’s necessary to increase samples for the lights you use as well.

Hi all!
Is anyone experiencing lighmap issues with static\stationary directional light + ISMs on Android ES3.1/Android Vulkan using UE4.22.1?
Or is it know issue?
Device:

Preview:

In case of not using ISMs, lightmaps are correct on device.

Every time I open material editor in my VR project (Instanced stereo on, forward shading on), I get this in my output log:

[SPOILER]LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !ReflectionCaptureBuffer.IsBound() [File:d:\build++ue4\sync\engine\source\runtime\renderer\private\BasePassRendering.inl] [Line: 89]
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ff95ac19878 UE4Editor-Renderer.dll!<lambda_546f5d4d09c7ed88ec9f1c978fd02c6c>::operator()() [d:\build++ue4\sync\engine\source\runtime\renderer\private\basepassrendering.inl:89]
LogOutputDevice: Error: [Callstack] 0x00007ff95a4e66c2 UE4Editor-Renderer.dll!FMeshPassProcessor::BuildMeshDrawCommands<TMeshProcessorShaders<TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>,FBaseHS,FBaseDS,TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicy>,FMeshMaterialShader,FMeshMaterialShader,FMeshMaterialShader>,TBasePassShaderEleme
ntData<FUniformLightMapPolicy> >() [d:\build++ue4\sync\engine\source\runtime\renderer\public\meshpassprocessor.inl:85]
LogOutputDevice: Error: [Callstack] 0x00007ff95a4f2cd4 UE4Editor-Renderer.dll!FBasePassMeshProcessor::Process<FUniformLightMapPolicy>() [d:\build++ue4\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:971]
LogOutputDevice: Error: [Callstack] 0x00007ff95a5205e1 UE4Editor-Renderer.dll!FBasePassMeshProcessor::AddMeshBatch() [d:\build++ue4\sync\engine\source\runtime\renderer\private\basepassrendering.cpp:1505]
LogOutputDevice: Error: [Callstack] 0x00007ff95a9f54f3 UE4Editor-Renderer.dll!FRendererModule::DrawTileMesh() [d:\build++ue4\sync\engine\source\runtime\renderer\private\renderer.cpp:264]
LogOutputDevice: Error: [Callstack] 0x00007ff962f77340 UE4Editor-Engine.dll!FCanvasTileRendererItem::Render_RenderThread() [d:\build++ue4\sync\engine\source\runtime\engine\private ilerendering.cpp:394]
LogOutputDevice: Error: [Callstack] 0x00007ff962fe513f UE4Editor-Engine.dll!FCanvas::Flush_RenderThread() [d:\build++ue4\sync\engine\source\runtime\engine\private\userinterface\canvas.cpp:722]
LogOutputDevice: Error: [Callstack] 0x00007ff95b9b52a5 UE4Editor-GraphEditor.dll!FPreviewElement::DrawRenderThread() [d:\build++ue4\sync\engine\source\editor\grapheditor\private\materialnodes\sgraphnodematerialbase.cpp:235]
LogOutputDevice: Error: [Callstack] 0x00007ff956e8ecf4 UE4Editor-SlateRHIRenderer.dll!FSlateRHIRenderingPolicy::DrawElements() [d:\build++ue4\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderingpolicy.cpp:1262]
LogOutputDevice: Error: [Callstack] 0x00007ff956e95c9c UE4Editor-SlateRHIRenderer.dll!FSlateRHIRenderer::DrawWindow_RenderThread() [d:\build++ue4\sync\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:817]
LogOutputDevice: Error: [Callstack] 0x00007ff956e9e130 UE4Editor-SlateRHIRenderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<FSlateRHIRenderer::DrawWindows_Private'::29’::SlateDrawWindowsCommandName,<lambda_076ca5c89cb03ad0d8e3fd21b4a903a2> > >::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async askgraphinterfaces.h:842]
LogOutputDevice: Error: [Callstack] 0x00007ff970c022d8 UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async askgraph.cpp:686]
LogOutputDevice: Error: [Callstack] 0x00007ff970c02563 UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4\sync\engine\source\runtime\core\private\async askgraph.cpp:582]
LogOutputDevice: Error: [Callstack] 0x00007ff9816659e1 UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:333]
LogOutputDevice: Error: [Callstack] 0x00007ff98166c174 UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\build++ue4\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:464]
LogOutputDevice: Error: [Callstack] 0x00007ff970ff4b0f UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
LogOutputDevice: Error: [Callstack] 0x00007ff970ff0877 UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:53]
LogOutputDevice: Error: [Callstack] 0x00007ff9abdf4034 .DLL!UnknownFunction ]
LogOutputDevice: Error: [Callstack] 0x00007ff9ad433691 ntdll.dll!UnknownFunction ][/SPOILER]

EDIT. Fixed: Unreal Engine Issues and Bug Tracker (UE-74673)

I’ll try, but someone told me that is not possible at the moment to have a noise free result when using rough reflection. Anyway i’ll give it a try, thank you.

I have same issue.

For Editer, there is no error message, but on Android “Lighting Needs to be Rebuilt” message.

Here are log messages for “DumpUnbuiltLightIteractions”

[2019.05.16-10.26.27:643][447]DumpUnbuiltLightIteractions
[2019.05.16-10.26.27:643][447]Lights with unbuilt interactions: 6
[2019.05.16-10.26.27:643][447] Light DirectionalLight3_1
[2019.05.16-10.26.27:643][447] Light PointLight2
[2019.05.16-10.26.27:643][447] Light PointLight3
[2019.05.16-10.26.27:643][447] Light PointLight4
[2019.05.16-10.26.27:643][447] Light PointLight5
[2019.05.16-10.26.27:643][447] Light PointLight6
[2019.05.16-10.26.27:643][447]
[2019.05.16-10.26.27:643][447]Primitives with unbuilt interactions: 14
[2019.05.16-10.26.27:643][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_7
[2019.05.16-10.26.27:643][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_9
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_8
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_6
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_5
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_4
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_3
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_2
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_13
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_10
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_1
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_0
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_12
[2019.05.16-10.26.27:644][447] Primitive FoliageInstancedStaticMeshComponent /Game/Environment/BG_Levels/Plant_Level_BG_3x3.Plant_Level_BG_3x3:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_11
[2019.05.16-10.26.27:644][447]LogSlate: FSceneViewport::OnFocusLost() reason 2

Ignore all the below - my post process volume wasn’t unbounded :(:(:frowning:

I’m getting a strange situation where the is only showing when the camera is in a certain position - in this case somewhere behind the light. If not in that position it vanishes. I’ve tried restarting the editor and I have exposure control off. In the pic you can see that in the middle shot it’s there and then in the other two positions (which are very close) it’s not.

Awesome release! Thank you.

For the old and the new gods fix ALL the Blueprints Traces(multi, line, sphere, etc), they are not working if you give the same Start and End.

Why would you do such a thing anyway ?!