Unreal Engine 4.22 Released!

Every time i open the launcher it shows resume instead of launch on 4.22. After a while of doing who knows what it shows launch only for next time to ask all over again. I verified and it’s all good. Any ideas why?

Also after trying out niagara i noticed that deleting a system and creating a new one again instead makes two copies. It keeps adding more each time you delete and create them off the emitter.

I am, yeah, and that would explain it. Hope this gets taken care of in the first hotfix!

I’ve tired to build engine from source with VS2019 and received compilation errors in Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracingReflections.cpp and Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Private\NiagaraCompiler.cpp related to implicit conversion of int32 to bool.

Also receiving Assertion failed: !Linker->GetSerializeContext() on any development builds

[2019.04.05-08.09.46:233] 0]LogStreaming: Error: ****DumpDependencies [Dependencies]:
[2019.04.05-08.09.46:233] 0]LogStreaming: Error: Obj is nullptr
Fatal error: [File:V:\Applications\Epic Games\UE_4.22_Source\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 3162]
Missing Dependency, request for /Engine/Animation/DefaultAnimCurveCompressionSettings.DefaultAnimCurveCompressionSettings but it was still waiting for creation.

Edit2: Ok, I just had to check Component Replicates box in spawned components which wasn’t an issue in previous versions but makes sense.

Has something changed about how Network Owner works? Previously it would set automatically for characters placed in level. But now I have to set it manually. I’m not very good at networking and managed to make a working multiplayer system in previous version but now it doesn’t work even if I set Owner manually. So is this a bug or do I have to do something different in this version?
Edit: I’m talking about blueprints.; Perhaps I’m so terrible at networking I managed to break it to work in previous version :stuck_out_tongue:

Looks like Get Owner returns nothing even in previous versions, I don’t know why I remembered it differently, sorry if anyone read this and got confused.

The new version looks great.

Can we expect documentation for the new and improved tools for the Virtual Production (as Composure and Media Output) anytime soon? I’m really lost in these.

Also I think there’s need for a dedicated forum section about Virtual Production.

Thank you

I’ve tried to enable EventDriven loading and now it actually works. Previously I had neither EventDriven nor separate thread loading. Seems that old sync loading is broken.

I’ve investigated problem deeper and found out this steps of bug:

  1. Application receives OnTouchDown event, it routes as it should, and some widget requests mouse capture
  2. In ProcessReply function SlateApplication iterates over all other widgets and sends MouseLeave to it
  3. GameViewpoerClient receives OnMouseLeave and decides to send fake OnTouchUp to current pointer coordinates
  4. Our widget receives this event and whoala, we received OnTouchDown and OnTouchUp at same time, which is obviously incorrect.
    Here is the code which was added 3 mounth ago:
    GameViewportClient.cpp


#if PLATFORM_DESKTOP || PLATFORM_HTML5
            TSharedPtr<class SViewport> ViewportWidget = GetGameViewportWidget();
            if (ViewportWidget.IsValid() && !ViewportWidget->HasFocusedDescendants())
            {
                FVector2D CursorPos(LastViewportCursorPos.X, LastViewportCursorPos.Y);
                FSlateApplication::Get().SetGameIsFakingTouchEvents(false, &CursorPos);
            }
#endif


Auto instancing doesn’t work until light mobility is changed, more info here: https://www.reddit.com/r/unrealengine/comments/azrcyo/how_to_enable_autoinstancing_in_422/
It still happens in the final 4.22. Directional Light must be set to Static, then again back to Stationary or Movable. Is this already reported or should I make a new bug report?

Would you mind going ahead and reporting it here? Thanks!

The landscapes don’t seem to be reflecting in the raytraced reflections over here or is it just me?

Landscape geometry is not supported by ray tracing implementation in 4.22. It’s one of the high priority geometry types to support in the future though.

These are in-progress. Hopefully we can have something for you soon!

Hi @FabioA ,

We do have a bunch of new compositing with Composure docs coming. The are currently in our approvals and review process. So I don’t have an exact ETA, but hopefully very soon for you!

Keep an eye on this section of documentation: Real-Time Compositing with Composure in Unreal Engine | Unreal Engine 5.3 Documentation

For the Media Output, I’m not specifically aware of anything. Can you elaborate on what you’d like to see here and I can follow up with some people to see if anything is planned or possibly try and get a ticket in place for us to consider adding documentation.

Thank you!

So many issues upgrading from 4.21.0 to this release. Mobile previewer no longer renders the same way (lighting is washed out compared to 4.21.0 and actual IOS device), “draw as box” for images doesn’t seem to be working on IOS devices for non-square images (renders as if set to “draw as image”, causing stretching), my locale detection broke (could be a locale issue, could be a string table issue, still investigating) and the LoadingScreen plugin is completely broken now (still investigating)…

That’s great, thank you very much!

For the Media Output I meant to say the “New Media I/O Formats and Devices”, mentioned in the new features, sorry for that.

Landscape grass types and foliage tool geometry is not supported yet neither, right?

hey epic team! i’d love to try out the raytracing features unfortunately i’m getting a crash when trying to launch with -dx12 flag set.

here’s my setup:
asus zenith xtreme x399 (latest bios 1701)
threadripper 2950x (no OC)
3 GPUs (first slot: zotac 2080 single blower, second slot TitanX, third slot zotac 2080 single blower)
64Gb RAM (corsair vengeance rbg pro, no OC, running at 3000mhz) DIMM slots A1 B1 C1 D1
win10pro (latest version 1809)
latest video drivers installed 419.67 (creator driver)

error message in log: https://media.discordapp.net/attachm…18/unknown.png (DXGI_ERROR_DEVICE_REMOVED)
error window in the projects tab: https://media.discordapp.net/attachm…187&height=822 (Video driver crashed and was reset! Make sure your video drivers are up to date. Exiting…)

troubleshooting I did so far: remove all GPUs but one 2080, clean reinstall video drivers, remove second monitor (did that with 4.22 preview7 though, haven’t found the time to try those steps again because of work)

haven’t done a clean windows reinstall yet. I can launch the editor without the -dx12 flag without any errors and my system is stable otherwise.

have a great weekend and keep it up 4.22 looks amazing and niagara is a lot of fun even without raytracing :wink:

Just quoting this because the links were broken before. Submitted a bug report also.

:smiley: WOW, I’M VERY IMPRESSED WITH THE LATEST VERSION!!!
Thanks for a remarkable Performance Improvement (feels like custom made for my hardware)