Unreal Engine 4.23 Released!

Finally :):slight_smile:

I can see it and it still points fix for 4.23.1 … maybe logoff and log back there will deal with it showing up.

How do we enable multi-gpu support for raytracing? The one Siggraph talk mentioned it would be available in 4.23 in some form or another.

Prior to 4.23, Roboto fonts supported Chinese and Japanese characters, is it no longer supported?
Same widget with Japanese text can be displayed using Roboto in 4.22 or 4.21, but not in 4.23?

Edit: Look like we have to add command Slate.EnableLegacyLocalizedFallbackFont “1”
Otherwise, localization dashboard is worse now compared to 4.22, it deleted my target without any warning when I closed the editor, which never happened in 4.22

I’ve not started on the documentation for this, so it’s still likely several weeks out. It’s on my todo list but not as high a priority for this release since it’s still super experimental!

Try taking a look at D3D12Adapter.h where there is a diagram that shows how multiple GPUs are abstracted. Each RHI “Adapter” corresponds to ID3D12Device and RHI “Device” corresponds to a “Node” of a D3D12Device in D3D12 terminology (which is a physical GPU connected via NVLink/SLIBridge).

There’s a useful presentation that goes a bit more in detail on some of the concepts that you can check out here.

Excusse my ignorance, but, where exactly do I download unreal engine 4.23. I don’t see a link to it when I’m on the Unreal page, just that its released.

Out of curiosity, is there anything special needed to get credited for a pull request that’s included in the release version? My commit (UE-77233 / GitHub 6032) was merged and called out in the change log for Preview 3, and I’ve confirmed that it’s present in the release as well.

You can ask to provide your forum badge “Engine Contributor”.

Looks like Epic has added the bug to the queue . Here’s the link to the ticket. I just voted and you should too!

I was just going to write about the same thing :slight_smile: Sure, I already voted. Let’s keep our fingers crossed.

Why can’t I compile any project in 4.23 to windows 64 or windows 32? this is the errors i get then it fails to build


LogHttp: Warning: 0000025AC0E00680: invalid HTTP response code received. URL: https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7BCDB735B2-449B-79C2-D022-57B966977F50%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.23.0-8386587%2B%2B%2BUE4%2BRelease-4.23&UserID=a098e57f439f1d43661f0a8f2fdd1750%7Ccde67ee2f6c5486ca74db9f1caed67f5%7C315
75b16-ddc8-4a3c-9ce0-cdbf36493f87&AppEnvironment=datacollector-binary&UploadType=eteventstream, HTTP code: 0, content length: -1, actual payload size: 0
LogHttp: Warning: 0000025AC0E00680: request failed, libcurl error: 0 (No error)
LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 0 (Found bundle for host datarouter.ol.epicgames.com: 0x25aa1da7f70 [can pipeline])
LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 1 (Re-using existing connection! (#22) with host datarouter.ol.epicgames.com)
LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 2 (Connected to datarouter.ol.epicgames.com (18.235.61.121) port 443 (#22))
LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 3 (We are completely uploaded and fine)
LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 4 (TLSv1.2 (IN), TLS alert, Client hello (1):)
LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 5 (Connection died, retrying a fresh connect)
LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 6 (necessary data rewind wasn't possible)
LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 7 (Closing connection 22)
LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 8 (TLSv1.2 (OUT), TLS alert, Client hello (1):)
LogHttp: Warning: Retry exhausted on https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7BCDB735B2-449B-79C2-D022-57B966977F50%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.23.0-8386587%2B%2B%2BUE4%2BRelease-4.23&UserID=a098e57f439f1d43661f0a8f2fdd1750%7Ccde67ee2f6c5486ca74db9f1caed67f5%7C31575b16-ddc8-4a3c-9ce0-cdbf36493f87&AppEnvi
ronment=datacollector-binary&UploadType=eteventstream
LogHttp: Warning: 0000025AC0E01580: invalid HTTP response code received. URL: https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7BCDB735B2-449B-79C2-D022-57B966977F50%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.23.0-8386587%2B%2B%2BUE4%2BRelease-4.23&UserID=a098e57f439f1d43661f0a8f2fdd1750%7Ccde67ee2f6c5486ca74db9f1caed67f5%7C315
75b16-ddc8-4a3c-9ce0-cdbf36493f87&AppEnvironment=datacollector-binary&UploadType=eteventstream, HTTP code: 0, content length: -1, actual payload size: 0
LogHttp: Warning: 0000025AC0E01580: request failed, libcurl error: 0 (No error)
LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 0 (Found bundle for host datarouter.ol.epicgames.com: 0x25aa1da7f70 [can pipeline])
LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 1 (Re-using existing connection! (#24) with host datarouter.ol.epicgames.com)
LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 2 (Connected to datarouter.ol.epicgames.com (107.23.186.239) port 443 (#24))
LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 3 (We are completely uploaded and fine)
LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 4 (TLSv1.2 (IN), TLS alert, Client hello (1):)
LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 5 (Connection died, retrying a fresh connect)
LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 6 (necessary data rewind wasn't possible)
LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 7 (Closing connection 24)
LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 8 (TLSv1.2 (OUT), TLS alert, Client hello (1):)
LogHttp: Warning: Retry exhausted on https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7BCDB735B2-449B-79C2-D022-57B966977F50%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.23.0-8386587%2B%2B%2BUE4%2BRelease-4.23&UserID=a098e57f439f1d43661f0a8f2fdd1750%7Ccde67ee2f6c5486ca74db9f1caed67f5%7C31575b16-ddc8-4a3c-9ce0-cdbf36493f87&AppEnvi
ronment=datacollector-binary&UploadType=eteventstream

These are not build errors. It’s just a random error that pops in the editor from time to time when it fails to do some online request.
Your actual build error might not even be in a warning/error colored line. Can you attach a .txt with the output log after you build? But please, clear the log right before you build.

It looks like they set it as backlogged. I hope that doesn’t mean they wont be fixing the tick issue in this engine version.

Hi,

I tried upgrading my game Estranged: Act II from 4.22 to 4.23 but ran into a very opaque cooking error:



UATHelper: Packaging (Windows (64-bit)):   LogCook: Display: Cooked packages 2900 Packages Remain 1431 Total 4331
UATHelper: Packaging (Windows (64-bit)):   LogCook: Display: Cooked packages 2950 Packages Remain 1426 Total 4376
UATHelper: Packaging (Windows (64-bit)):   LogCook: Display: Cooked packages 3000 Packages Remain 1333 Total 4333
UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Warning:
UATHelper: Packaging (Windows (64-bit)):   
UATHelper: Packaging (Windows (64-bit)):   Script Stack (0 frames):
UATHelper: Packaging (Windows (64-bit)):   
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Assertion failed: !bCleanedUpWorld [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/World.cpp] [Line: 4092]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffcf373a839 KERNELBASE.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffca5ee9ef7 UE4Editor-Core.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffca5eec754 UE4Editor-Core.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffca5ce1afa UE4Editor-Core.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffca5c367c3 UE4Editor-Core.dll!UnknownFunction ]


I assume something has been regressed around child levels/level streaming, but I can’t report figure out what’s causing it in order to make an isolated repro project to report the bug. Any pointers welcome.

The project is quite mature and has a few main persistent levels, which include child levels that are streamed in/out during play. The persistent levels include a “sky” level, which the child levels also pull in to make working on the child levels in isolation in the editor easier – possibly related to that… ?

Thanks,
Alan

That’s unsettling… Any way to make things tick in editor (without active opened widgets) would help. E.g. with a checkbox that is off by default, if they don’t wan’t to enable the tick automatically. I wonder what’s the reason behind backlogging it.

Has anyone been able to use the new feature Use Custom Primitive Data](Trello)? I can’t find any setting in the material and I have been searching through the editor and project settings with no results. I do however see it being referenced in the source code. This would be immensely useful for a project I am working on.

Edit*
Nevermind. It seems the switch is inside some of the parameter nodes. For example the VectorParam has the Custom Primitive Data option. Now I just need to find out how to set the values on the primitives.

Edit**
The custom primitive data can be set via blueprints directly on the mesh component.

Hi Alan,

It appears that I am having the exact same issue with the failed !bCleanedUpWorld assertion.
Fortunately, after days of troubleshooting, I was able to find a ‘workaround’ and prevent that from happening on my end.

The level structure in my game is set up as follows:

-Base_Level (Persistent, and it streams in the levels below:)
-----A_Level
-----B_Level
-----C_Level
-----D_Level
-----E_Level

However, C_Level has all the other levels streamed in inside of it too. I set it up like this to use it for global baking of volumetric lightmaps (that’s my dirty workaround for volumetric lightmaps not supporting level streaming btw).

If I understand it correctly, when C_Level is streamed into Base_Level it won’t stream in any of it’s children levels. In 4.23 this now apparently causes this assertion failure on cook.

So the workaround for me was to remove all the streaming levels from C_Level. I’m ok with that, it only means that if I ever want to regenerate volumetric lightmaps I have to manually re-add all the other levels into C_Level.

Hope this makes sense and is of help to you. I see your level structure is more complex so I understand this workaround might not be a realistic solution in your case. Best of luck!

Getting GC related crashes in 4.23 only.
From Memstack.cpp (stems from GEngine->ConditionalCollectGarbage() )

https://i.drowningdragons.io/lmjEm0zL5.png

Amazing update! Love SSGI even though it’s still in it’s early stages, and chaos is going to be a lot of fun. Oh and THANK YOU SO MUCH for the terrain performance improvement.

Hi,

Thanks for the tip! I spent a while trying to reproduce this based on the assumption that it is an issue around levels being included in sub levels in addition to the persistent level. I found that with my project I can reproduce it if I have two child levels, which each include each other - if I remove the circular dependency from the sub levels, the assertion problem goes away.

However, when trying to make a clean project to reproduce this I wasn’t able to under the same conditions - I was trying to do that to submit the bug for Epic to fix. I am hoping someone else has managed that - I will stick with 4.22.3 for now.

Alan