Okay! Regarding PointLight crashes - I found a strange workaround to allow for Point Lights without crashing.
Have not tested in Preview 4, but this was the finding in Preview 3.
I needed to enable RayTracing first, then add point lights, and that served a s the ‘Key’ to add point lights without issue.
Because then I could enable and disable Raytracing and add as many point lights as I wanted and UE4 would not crash, no matter what I did.
Now, I was always running the -dx12 version of Preview 3, perhaps that was an issue here.
Like, maybe if I had run non-dx12 it would have accepted point lights fine from the outset (in Raster/non-Raytrace)
Stephen, also attached is 1 screenshot of my 4 crash report logs I created and submitted today while testing…
Just wanted to say thanks to the devs for the continued improvements to the engine!
I also would like to point out that as of 4.23 (preview 4) things on Android (ES3.1) are a little crazy.
“mobile multi-view” causes the screen to go black when the game is cooked. Previously this only happened when this feature was enabled alongside “Mobile HDR”, but as of 4.23 it happens regardless of the HDR setting.
All of the faces on my meshes are now inverted when viewed on my android device. (turned inside out). This bug seems to have been caused by the fix implemented for UE-74656.
It would be great if you could do a simple project per issue with repro steps using the link for reporting to the engine team, since it is a behavior and not a crash: using this link
I submitted a report for the second issue, but I’m reluctant to put anything in for the first, as mobile multi view already seemed to be semi-broken in < 4.22 I am just assuming that it’s an experimental or unsupported feature on mobile VR devices?
If it is experimental it is ok to submit a report, but if it was already mentioned as unsupported then maybe not, but I would submit anyway even if to receive a definitive response about its being supported or not.
Cannot express enough how much better the steamVR game thread controller positions are now with the new pose retrieval in 4.23 p4. Its like night and day, around half as much latency as before…
Exactly, and I can’t see any difference in shader complexity view on my opacity mapped trees and grass with the feature switched on/off what so ever in 4.22.
Just as a spoiler for Raytrace in 4.23 Preview 4:
It’s still the same with the Translucent shadows being fully opaque, with the Translucent Raster option not working while Ratytracing, and the thing with GI not working right unless you enable the Raytrace shadows in Skylight…
Basically all same since 4.23.Preview 3. Just in general, a lot of ‘Chaos’ with Raytracing
@Daffrendo Epic staff predicted a long series of previews until release, so wait for at least preview 6 or 7 until final release, if not even longer list of previews.
@aussieburger Soooo, I was informed that my “flipped mesh faces” bug couldn’t be repro’d by their engineers, but that it wound up being the same as Unreal Engine Issues and Bug Tracker (UE-77927) , so I guess go ahead and upvote that one if you are getting flipped mesh faces on Android in 4.23?
I’m not using “media player textures” at all, and I’m not sure why they couldn’t repro this one without them … but as long as it gets fixed I’m happy
edit: One thing I did notice is that it only seems to affect skeletal meshes and procedural meshes in my scene. Static meshes are unaffected.
Every time I now import a texture in, it has a “VT”, and NONE of the texture fields will accept it, always has a RED bracket (not GREEN).
Even a same texture that was accepted into Unreal from another project is getting this “VT” designation, and will not be accepted!..
I can’t import any textures into a project!
EDIT - they can be accepted into the Material Editor, but NOT as a 2D scalar parameter…
How do I deactivate this “VT” thing!!!
:mad::mad::mad::mad::mad:
I figured it out…you have to DEACTIVATE Virtual Texture in the Texture Details…
Very un-user Friendly to have to go through the extra step to turn it off!
Actually, is there a default import On-Off switch somewhere so that I can set my preference not to have the “VT” designation by default, it just is getting in my way.
See, this is why I originally asked about if the release was focused on just Chaos or not.
Because does it make sense to report bugs to an in-development version that could have code completely different a few sessions down…You know what I am saying?
But okay, this makes more sense then, I would think we should wait until they will really be addressing RayTracing to actually create Bug reports.
Otherwise imagine one would report say on Preview 2, when something really won’t even be addressed until much later, and in the meantime the code is outdated by the time the bug is addressed.
Thanks for letting us know, otherwise the dev staff would be overloaded with outdated RayTracing stuff.
It’s one thing if they addressed in the next release, but that does not appear to be the case.
THX!
Good that you brought this up and I want to clarify the importance of submitting bugs (any Epic member can also come up and enforce what I am about to say [USER=“4894”] Hobson[/USER])
When the dev team decides to put a release on preview, lets use the 4.23 as example, a separate branch for 4.24 is already created where they continue to develop while the preview is out (not to mention several experimental branches for specific modules and plugins!), so whenever a bug is submitted via form, it is compared with the branch for the specific preview number, against any other that might be released after and also with the one in development, in this case and example 4.24!
This is fairly normal for development and it is also important, because even between previews, something can break! There is no painless path, otherwise test against all. If you say it was working on 4.22.3, then they will add that too, so they can pin-point when the deviation happened!
So, report is a must, with repro steps highly desirable, crash reports while connected with launcher helps identify the user submitting the report, so they can contact the person about the circumstances aswel.
Do not get discouraged with playing with the previews, since there are separate teams working with Chaos, Niagara and Raytracing. The previews exist in order to quickly map hot spots where the users are playing with, and also the Raytracing was told would take many release iterations until it can be considered “released” as feature for once, mainly because it traverses several other features.