Unreal Engine 4.23 Released!

I’m facing a very vague assertion error when migrating my plugin to 4.23. Unable to update my plugin for the marketplace because of this annoying unresolved crash.

Compiling the plugin doesn’t throw any errors. It is when i run the game with the plugin does the assertion error throw up.
The crash point seems to always be at the module code of the plugin. In my case, its at DragonIKPlugin.cpp





  - 'UE4Editor.exe' (Win32): Loaded 'F:\Program Files\Epic Games\UE_4.23\Engine\Plugins\Runtime\PhysXVehicles\Binaries\Win64\UE4Editor-PhysXVehicles.dll'. Cannot find or open the PDB file.
  - 'UE4Editor.exe' (Win32): Loaded 'F:\Program Files\Epic Games\UE_4.23\Engine\Plugins\Runtime\PhysXVehicles\Binaries\Win64\UE4Editor-PhysXVehiclesEditor.dll'. Cannot find or open the PDB file.
  - 'UE4Editor.exe' (Win32): Loaded 'F:\Program Files\Epic Games\UE_4.23\Engine\Plugins\Runtime\RuntimePhysXCooking\Binaries\Win64\UE4Editor-RuntimePhysXCooking.dll'. Cannot find or open the PDB file.
  - 'UE4Editor.exe' (Win32): Loaded 'A:\Mega Projects\Project20_Plugn 4.23\Plugins\DragonIKPlugin\Binaries\Win64\UE4Editor-DragonIKPlugin.dll'. Symbols loaded.
  - Assertion failed: GEditor [File:D:/Build/++UE4/Sync/Engine/Source/Editor/Kismet/Private/BlueprintEditorModule.cpp] [Line: 163]
  - UE4Editor.exe has triggered a breakpoint.


 

This is my answerhub question i just recently posted.

Any pointer or help is really appreciated. Has anybody here successfully migrated their plugins into 4.23 ?

Hi folks - for the Editor Utility Blueprints, it is intended that you use timers for frequently updating behavior. I’ve attached screenshots of an example setup below, just click to expand them.

Please note that you must have your custom event (or your function) marked as Call in Editor.

We have discovered two bugs, and an area where we can add more functionality.

  • Right now, setting a timer by a delegate is not working. This is definitely a smoother workflow in a lot of cases than the Set by Function Name node, so we will be investigating this.
  • Functions placed in Editor Utility Blueprints are automatically marked as call in editor, but events aren’t, and that adds an unneeded step. We’ll be looking into this as well.
  • We are looking into adding the ability for objects (in addition to actors) to have timers.

Thank you, that works! I’ve tried exactly the same setup when trying to find a workaround, but I didn’t check the Call in Editor on the timer event, so that’s why it was not working.
[USER=“360443”]Ore Creative[/USER] , this solution should help with your product, check it out!

This really is an impressive toolset. Has there been any update on Shave and a Haircut integration? We’re very interested in how this tool could be added to our educational production pipeline

Oh, how many times I created Objects to save on memory and processing when I needed simple stuff to be in their own class just to later be reminded that I couldn’t use timers… That would be a sweet, sweet addition!

Ahh thats good. Just set the timer via the construction script and it works! Now the last issue I’m having is that the “Get Level Viewport Camera Info” node is not available anymore. Anyone see how to “Get Level Viewport Camera Info” information? I need the editor cameras location.

Apparently the “Get level viewport camera info” node is not available in any of the new editor utility BP’s in 4.23. It was originally used for the “Placed editor utility base” however I think this is a mistake as it makes sense to include it as there is no other way to get the information the node provides. I’ve submitted a bug report. Anyone having this same issue or Am I just missing it?

It’s in the Editor Scripting Utilities plug-in, so enable that and you should be able to access it. Thanks!

You are absolutely correct. Silly mistake on my end. Thanks for setting me straight!

The launcher does not list any 4.2x versions for downloading. I am on iMac, latest OS version, using Safari.

Hopefully we see a hotfix soon. The landscape grass bugs are frustrating :slight_smile:

If you have a weird motion blur/smear when moving camera in PIE after updating to 4.23, uncheck the Generate Mesh Distance Fields in the projects settings, restart, check it again, restart.
This has fixed it in my case. Just leaving the info here for anyone having the same problem.

UPDATE: It fixes it only temporarily :frowning: As soon as I open any map that uses distance fields, the issue is back.
I’ll try to reproduce this in a new project. **There is a weird motion blur/smear when moving camera, but only in PIE or Standalone play mode. In editor (without the game running) everything looks correctly.

Update 2:** I’m not sure if this is related to distance fields at all, maybe the issue lies somewhere else. I’m still trying to reproduce that in a new project.

Update 3: I’ve found the bug! The issue is related to the Scene Capture Component 2D! When there is a blueprint actor in a scene with it, and a render target with 2048 or 4096 res, it corrupts the rendering after hitting Play! There is a very visible smearing/blur when moving camera. “Capture Every Frame” is disabled. This was not happening in 4.22. I’ll reproduce this now in a new project and submit a bug report.

Update 4: I’ve reported the bug. For anyone interested, here are the repro steps:

  1. Add a blueprint actor with Scene Capture Component 2D into any scene
  2. Create a render target asset with 4094x4096 resolution (can also be 2048, but the issue is more visible with larger res)
  3. In the Scene Capture Component 2D, assign the render target to the Texture Target field
  4. Move camera in the viewport, there is no smearing. Now Play in editor and do the same (e.g. look at objects like the sun on the default sky sphere), there is visible smearing/blurring when moving camera.

I’ve also attached a simple repro project:

To see the issue:

  1. In the included ReproMap, play in editor and move camera when looking e.g. at the sun. There is no smearing.
  2. Stop playing, in the ActorWithSceneCapture actor that is placed in the scene, assign the RenderTarget_4k asset to the Render Target field.
  3. Play in editor, move the camera when looking at the sun - there is a visible smearing/blurring.

@Slavq Thanks for the info! As soon you have the issue number, please let us know, so we can track the fix release.

Sure, I’ll drop the info here as soon as I have any news.

In the meantime, another issue with 4.23: When you have a large landscape with tessellated material, it takes much longer to load after hitting Play. In 4.22 the same setup loads in 1-2s, in 4.23 it takes 7-8s on my end. I’ve reported that with an example project & repro steps, if you want to test if your project is affected: https://imgur.com/a/MUWJRyq
https://www.dropbox.com/s/n31cee8vuskts9d/LongPlayLoadRepro.zip?dl=0

As I promised: I’ve just got an update on the blurring/smearing issue from my report:
This is a known issue that is currently being investigated.
Link to track: Unreal Engine Issues and Bug Tracker (UE-80576)

target fix 4.24… >.>

Yes, this is a quite severe issue so I’m also surprised that the target is set to 4.24.
I’ve replied with some additional info regarding the issue happening even with the Capture Evey Frame checkbox off on the component.

Thank you Epic. Looking real good.

Tiny things, but a bit of a hassle in workflow.

  1. Upon loading a level, Sequencer resets.

  2. If you used “set as pivot offset” for an object. Every time you move it, the pivot goes back to original, until you deselect and re-select.

Thanks again!

Any estimate on when Chaos will be out of beta?

Just like our release dates for the engine, we don’t like to set form dates or release versions. Sorry.

Keep checking back each major release for the latest information, though!