Unreal Engine 4.22 Released!

I get this when trying to load any of my maps after moving from 4.21? even my menu map crashes the editor and its has hardly anything in it!

Edit

The issue seems to be with a group of blueprints which just crash the engine when I try to open them, this engine version needed more testing before released!

Any blueprint tried back to a UMG widget is crashing the editor!

So, what about Steam Audio plugin? Seems it doesn’t work.

Not sure about another spatialization plugins.

UPD. Works after rebuilding phonons.

Seeing I can’t report bugs due to the bug report page that just gets stuck on a loop after submitting ill post it here.

Running the editor in debug mode this is where the crashes are happening.

Blueprint Crash

[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_161560_1554648979341_668”}[/ATTACH]

Structure Crash

[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_161559_1554648984798_959”}[/ATTACH]

You can fix the missing MSBuild 12.0 by installing 2017 build tools: https://www.visualstudio.com/thank-y…sku=BuildTools. You will have to install all the normal UE dependencies again.

Not sure about the syntax errors.

I had the same issue when trying to build the engine.
I found a link to a tutorial that fixes the problem for me so I could build the engine.

When I added the two arguments to the VCToolChain.cs after line 484, I did not get the compile errors. :slight_smile:


Arguments.Add("/wd4800");
Arguments.Add("/wd5038");

There seems to be a fairly serious regression with materials. I’ve already submitted it, but I wanted to mention it since it took me a long time to figure out what was going on.

All materials with Texture Object nodes, despite rendering properly, are treated as solid black from the perspective of both Lightmass and the “Bake Materials” function. Among other things, this causes materials to behave like “black holes” that don’t produce any indirect static lighting.

I probably wouldn’t have even noticed that there was a problem if I hadn’t tried to build a map where every single texture makes use of Texture Objects, meaning all indirect lighting was broken.

Help. I can’t change texture resolution via statistics on this unreal 4.22. bug or something change?

I can also not see any refraction changes, after editing the IOR of my glass material.
So for a car window this is kind of frustrating, because i am quite sure that this was a working feature in the preview versions.
I already made a bug report…

I’m noticing that random wave files from USoundNodeWavePlayer are not being loaded and are unusable in a packaged game, works fine in editor. If I force a load just before we try play the USoundNode then it works too so I guess somethings not being loaded from game start or a race condition is happening somewhere?

This now has an issue on the tracker. Unreal Engine Issues and Bug Tracker (UE-72498). The description says the issue is that landscape grass doesn’t cast static shadows, which is incorrect; it’s not supposed to, but seems to also contain the real issue (it fails to use the lightmaps of the landscape). Hopefully gets taken care of quick. Dealbreaker for my project and I can’t wait for that juicy instancing.

Sweet, any advance on hopefully and something and soon?

Curve Editor is broken! It turns black as soon as I open any camera anim!

I reported the issue and some how title of Issue is wrong. I send email for correcting that. I reported issue already in preview and I did get response that its already fixed. So I guess that fix is simple but some how lost in integration of 4.22 release. This is also deal breaker for us and cannot update Oceanhorn 2 to 4.22 yet.

Crack free displacement toggle seems to break materials? At least when I enable the checkbox, my shader doesn’t compile?

When running on ios from xcode 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?

My first post here, hello everyone.
I cant get masked foliage (instanced static meshes) to cast dynamic shadows with raytracing. Is it just me or this feature is not done yet ?Cant find any info about this.

Could you maybe explain that for those of us brave enough to try it? I’ve got hamchi running and the UE4 Server running, but neither of us can each other’s servers. How would one set the endpoint to connect to the VPN?

Thanks!

Unfortunately, foliage isn’t supported with raytracing yet.

correct, it is not yet supported. You can find a list of features that are supported, partially, or not supported at the bottom of the Ray Tracing page.

Is it possible to copy the rows of the datatable? And the localization of the datatable,