Unreal Engine 4.22 Released!

I’m having problems deploying to iPhone with 4.22 and don’t seem to be the only one…

https://answers.unrealengine.com/questions/885577/view.html

Just want to highlight this issue, same project in 4.21 was fine (I upgraded from 4.21, I might have to try rebuild my 4.21 project starting with a fresh 4.22 project copy/paste style which is… not great, even if it would work).

Thanks.

[FONT=comic sans ms]Sequence play error in my project,skeletal mesh actor have multiple problems,skeletal mesh disappear when playing sequence or UE4 Crash.
I had to add the delay before playing the Sequence,add the delay before the play Sequence and everything will be fine.

That’s good to know, in my case I have an UE advanced vehicle where I add some static mesh to its blue print, it was working fin in previous versions, with this new version 4.22 the vehicle bounce randomly in the landscape in disappear completely once the game start, I tried to change some collision settings to the added static mesh , but the vehicle is still unstable somehow .

I recreated my project from scratch via migrating BPs etc in an effort to fix this issue: https://answers.unrealengine.com/que…5577/view.html, but it did not help.

Now I ran into another problem, my materials (incl HDRI in the material preview background) is darker than in 4.21. My UI has the same brightness but not my materials on 3d items. Was there any changes done here in 4.22?

Ok, I finally found a workaround for the engine freezing on rtx laptops, which is not the best workaround but at least it lets you to work on any project if you dont have your monitor around.

Normally if you disable intel card from device manager before opening ue4, the engine doesnt work, but if you open the project with the intel card enabled and as soon as engine starts you should minimize the engine without clicking anything, its important that you minimize it, otherwise the video card crashes, then after minimizing go to the device manager and disable the intel card, then the editor should work.

With regard to the official version of 4.22, has the invisible Bug of Foliage brush still not been effectively repaired? This leads to the failure of Foliage tools to work properly.

this version crashes a lot.
so far i found these:

  • when i change the template for a particle system to a cleared one
  • when i rename a function that has references in other blueprints. in the past it just renamed the references too, now just crashes.

Bug: When viewing a Blueprint class in a non-perspective viewmode (top/front/left/right) the lowest-detail LOD is always used for skeletal meshes.

Anyone getting these LogWindows Errors after switching a C++ 4.21.2 project to 4.22?


LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.

Full Log


Log file open, 04/17/19 19:27:15
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: SpaceAlpha
LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 47 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.529353
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogWindows: Failed to load '../../../Engine/Binaries/ThirdParty/libsndfile/Win64/libsndfile-1.dll' (GetLastError=126)
LogWindows: File '../../../Engine/Binaries/ThirdParty/libsndfile/Win64/libsndfile-1.dll' does not exist
LogAudioMixer: Display: Failed to load Sound File dll
LogAudioEditor: Display: LibSoundFile failed to load. Importing audio will not work correctly.
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: ''
LogPluginManager: Display: Disabled plugin 'Prefabricator', continuing.
LogPluginManager: Display: Disabled plugin 'ImageResizUEr', continuing.
LogPluginManager: Mounting plugin Paper2D
LogPluginManager: Mounting plugin AISupport
LogPluginManager: Mounting plugin LightPropagationVolume
LogPluginManager: Mounting plugin ActorLayerUtilities
LogPluginManager: Mounting plugin AnimationSharing
LogPluginManager: Mounting plugin CLionSourceCodeAccess
LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting plugin GitSourceControl
LogPluginManager: Mounting plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting plugin NullSourceCodeAccess
LogPluginManager: Mounting plugin PerforceSourceControl
LogPluginManager: Mounting plugin SubversionSourceControl
LogPluginManager: Mounting plugin UObjectPlugin
LogPluginManager: Mounting plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting plugin XCodeSourceCodeAccess
LogPluginManager: Mounting plugin AssetManagerEditor
LogPluginManager: Mounting plugin CryptoKeys
LogPluginManager: Mounting plugin DataValidation
LogPluginManager: Mounting plugin FacialAnimation
LogPluginManager: Mounting plugin GameplayTagsEditor
LogPluginManager: Mounting plugin MacGraphicsSwitching
LogPluginManager: Mounting plugin MaterialAnalyzer
LogPluginManager: Mounting plugin MobileLauncherProfileWizard
LogPluginManager: Mounting plugin PluginBrowser
LogPluginManager: Mounting plugin SpeedTreeImporter
LogPluginManager: Mounting plugin DatasmithContent
LogPluginManager: Mounting plugin VariantManagerContent
LogPluginManager: Mounting plugin AlembicImporter
LogPluginManager: Mounting plugin AppleImageUtils
LogPluginManager: Mounting plugin AppleVision
LogPluginManager: Mounting plugin BackChannel
LogPluginManager: Mounting plugin CharacterAI
LogPluginManager: Mounting plugin GeometryCache
LogPluginManager: Mounting plugin HTML5Networking
LogPluginManager: Mounting plugin ProxyLODPlugin
LogPluginManager: Mounting plugin SkeletalReduction
LogPluginManager: Mounting plugin MagicLeap
LogPluginManager: Mounting plugin MagicLeapMedia
LogPluginManager: Mounting plugin DungeonArchitect
LogPluginManager: Mounting plugin MeshTool
LogPluginManager: Mounting plugin AndroidMedia
LogPluginManager: Mounting plugin AvfMedia
LogPluginManager: Mounting plugin ImgMedia
LogPluginManager: Mounting plugin LinearTimecode
LogPluginManager: Mounting plugin MediaCompositing
LogPluginManager: Mounting plugin MediaPlayerEditor
LogPluginManager: Mounting plugin WebMMedia
LogPluginManager: Mounting plugin WmfMedia
LogPluginManager: Mounting plugin TcpMessaging
LogPluginManager: Mounting plugin UdpMessaging
LogPluginManager: Mounting plugin ActorSequence
LogPluginManager: Mounting plugin LevelSequenceEditor
LogPluginManager: Mounting plugin MatineeToLevelSequence
LogPluginManager: Mounting plugin NetcodeUnitTest
LogPluginManager: Mounting plugin NUTUnrealEngine4
LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting plugin OnlineSubsystemIOS
LogPluginManager: Mounting plugin OnlineSubsystem
LogPluginManager: Mounting plugin OnlineSubsystemNull
LogPluginManager: Mounting plugin OnlineSubsystemUtils
LogPluginManager: Mounting plugin LauncherChunkInstaller
LogPluginManager: Mounting plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting plugin AndroidMoviePlayer
LogPluginManager: Mounting plugin AndroidPermission
LogPluginManager: Mounting plugin ApexDestruction
LogPluginManager: Mounting plugin AppleMoviePlayer
LogPluginManager: Mounting plugin ArchVisCharacter
LogPluginManager: Mounting plugin AudioCapture
LogPluginManager: Mounting plugin CableComponent
LogPluginManager: Mounting plugin CustomMeshComponent
LogPluginManager: Mounting plugin EditableMesh
LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting plugin Firebase
LogPluginManager: Mounting plugin GoogleCloudMessaging
LogPluginManager: Mounting plugin IOSDeviceProfileSelector
LogPluginManager: Mounting plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting plugin LocationServicesBPLibrary
LogPluginManager: Mounting plugin MobilePatchingUtils
LogPluginManager: Mounting plugin OculusVR
LogPluginManager: Mounting plugin PhysXVehicles
LogPluginManager: Mounting plugin ProceduralMeshComponent
LogPluginManager: Mounting plugin RuntimePhysXCooking
LogPluginManager: Mounting plugin SignificanceManager
LogPluginManager: Mounting plugin SteamVR
LogPluginManager: Mounting plugin WebMMoviePlayer
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogPluginManager: Mounting plugin GameSparks
LogPluginManager: Mounting plugin OceanPlugin
LogInit: Warning: Incompatible or missing module: SpaceAlpha
LogInit: Warning: Incompatible or missing module: GameSparks
LogInit: Warning: Incompatible or missing module: OceanPlugin
Running .../UNREAL_ENGINES/UE_4.22/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project=".../SpaceAlpha.uproject" -TargetType=Editor -Progress -NoHotReloadFromIDE
Creating makefile for SpaceAlphaEditor (no existing makefile)
ERROR: Unable to find plugin 'Prefabricator' (referenced via SpaceAlpha.uproject). Install it and try again, or remove it from the required plugin list.
LogInit: Warning: Still incompatible or missing module: SpaceAlpha
LogInit: Warning: Still incompatible or missing module: GameSparks
LogInit: Warning: Still incompatible or missing module: OceanPlugin
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module DesktopPlatform (40)
LogModuleManager: Shutting down and abandoning module AnimationModifiers (38)
LogModuleManager: Shutting down and abandoning module PropertyEditor (37)
LogModuleManager: Shutting down and abandoning module AudioEditor (34)
LogModuleManager: Shutting down and abandoning module TextureCompressor (32)
LogModuleManager: Shutting down and abandoning module RenderCore (30)
LogModuleManager: Shutting down and abandoning module Landscape (28)
LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (26)
LogModuleManager: Shutting down and abandoning module OpenGLDrv (24)
LogModuleManager: Shutting down and abandoning module D3D11RHI (22)
LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (20)
LogModuleManager: Shutting down and abandoning module Renderer (18)
LogModuleManager: Shutting down and abandoning module Engine (16)
LogModuleManager: Shutting down and abandoning module CoreUObject (14)
LogModuleManager: Shutting down and abandoning module NetworkFile (12)
LogModuleManager: Shutting down and abandoning module CookedIterativeFile (10)
LogModuleManager: Shutting down and abandoning module StreamingFile (8)
LogModuleManager: Shutting down and abandoning module SandboxFile (6)
LogModuleManager: Shutting down and abandoning module PakFile (4)
LogModuleManager: Shutting down and abandoning module RSA (3)
LogExit: Exiting.
Log file closed, 04/17/19 19:27:19


[USER=“4894”][/USER] Any particular reason the StructBox plugin was removed? I was using it extensively for my Save Game system. Honestly, it was a lifesaver…

So… I recompiled it for 4.22 and it seems to be working, but if there is a conflict somewhere I’d just like a little more info so I can be prepared for that.

I’m finding that the Mesh Editing window appears to be missing from 4.22.0 - is this a known issue?

Steps to reproduce:

  • From the Modes panel, drop a Basic | Sphere into a scene.
  • Select it and double-click its Static Mesh entry to open the Static Mesh editor.
  • Mesh Editing tab is gone. Window | Mesh Editing entry is gone.

According to the commit, it was “unsupported, unmaintained, and unfinished”:
https://github.com/EpicGames/UnrealEngine/commit/faaea6b17d3654fa3bcc6d167ce831656c39fa06

I don’t know though why wasn’t it finished instead of removing it :slight_smile:

Bug on ray tracing:

  1. Run Unreal in - DX12 mode and turn on ray tracing;

  2. Open RTGI with post-processing scroll in scene;

  3. Put a sphere or cone into the basic category;

  4. GI is very strange to render the grid lines of grid objects.

OMG som many freezes with dx12, task manager just goes “not responding” activated raytracing and all, and it just became unusable… got a new machine clean install of everything cpu is 9900k got 2x2080ti 1080ti and 980ti (took me a while to find how to select the right gpu via D3D12.GraphicsAdapter = 1 command, win 10… machine used for rendering, so wanted to see what’s going on in here, and boy oh boy does it need a new version… never seen UE get frozen so much…

  • any relevant info on that so far?
    I get freezes just moving ui, might be few seconds, or a few minutes, no idea what’s causing it
    oh yeah using latest 425.31 nvidia drivers but it was pretty much the same with the creator ready drivers, the 980ti didn’t wanna work with creator ready drivers, I don’t even know what’s going on, so much new stuff probably just a lot of bugs all around, nvidia already broke octane render at some point… maybe now it’s doing it to UE … and also how can we tell how much available vram is in win 10 - so far it looks like it ate up another gig of vram vs win7

Yeah, that was my thought. I’ve literally never had a problem with it, so that’s why I’m wondering what exactly was unfinished or unsupported about it.

Without it, it becomes infinitely harder to create a flexible system for saving based in BP that can save any type of actor. Without struct box, each actor type will have to be hard coded into the save system, unless you use c++.

Have you tried using Packages? Im not sure if their exposed to Blueprints or not, but you could create a quick Blueprint Library to expose them yourself.
The documentation is out there but scarce/old. In the API Documentation, look up Create Package, Save Package, Load Package, and FPackageName.
Example Code: https://answers.unrealengine.com/que…-to-asset.html


Packages are basically, as far I can tell, a Object that represents a File, be it a virtual one("/Script/" Package) or a physical one("/Game/" Asset Package), and as such its FName you give it represents a virtual path, but it can also store FilePath and FileSize if it has a representation on disk, hence a physical package.

Since all Object's must have a unique FName to have a unique ObjectPath, putting Objects in separate Packages prefixes their ObjectPath with the Packages FName, which in turn acts as a Psuedo-Namespace allowing you to have Objects with similar FNames, this is reason for the virtual packages.

Packages can also be saved to disk, hence the physical packages, and store an FLinkerLoad which is a derived version of FArchive that knows how to search through the Package and find its Children(Outer = Package), and serialize them to the Package file. Then when needed, can load the Package file, and deserialize all saved Objects with their non-transient saved properties.

The Asset Registry is a tool that stores an FAssetData for each Object inside of a Package, which can be accessed for quick knowledge of loaded and unloaded Objects.

@Diddykonga that sounds interesting. I’ll look into it. I do also hope the devs give attention to Struct Box because it was a neat and useful feature.

Has anyone got issue with saving in this engine version? after a lot of map work ill go to save and it will get stuck at 30% and ill have to end task it.

:mad: well is that it 30 games epic game trillion dollar question epic games when r u going to make you own games in stead buying exclusives

This is a support forum for game developers, not the Youtube comment section.