Unreal Engine 4.23 Released!

would you have time to use the fps to destroy a GeoCollection. I have been using shooter in the Chaos Demo, but like to fps do the destruction. Thanks.

I am getting insane HZB hit (124ms) when having DX12 enabled on my detailed map. With DX11 HZB is only 0.24ms and FPS over 70. What could cause that difference?

I agree it sounds like a very bad bug that should be fixed in a 4.23 hotfix. Did you find any workaround for the issue?

https://github.com/EpicGames/UnrealEngine/pull/6242

I’ve tried, but without luck. Even after deleting all scene capture components, the smearing persists. It looks like it ‘corrupts’ the rendering for good.

Exiting VR Mode causes the editor to crash with Oculus Rift-S. Anyone else?

Just noticed this. It crashes in FPropertyNode::GetDiffersFromDefaultForObject().

Is this seriously a thing now? I use TMaps all the time, and nesting them inside structs is a pretty common thing to do!

I reported it also.

To be fair, it looks as though it may only occur with UStructs members inside other UStructs that contain TMap members.

i.e


UStructA
{
    TMap<Key,Val>   MyMap
}

UStructB
{
    UStructA   StructAInst;
}


MyBlueprint
UStructB   StructBInst;




Modifying the Map in the format MyBlueprint->StructBInst.StructAInst.MyMap’ would then trigger a crash.

EDIT: ehhh, scratch that. The structs don’t even have to be nested. This is a pretty terrible bug, man :\

Is rendering in this version generally blurry for anyone else? It seems worse than 4.22 even in the absence of a Scene Capture Component 2D, which was mentioned as a regression earlier. It’s especially pronounced with emissive materials.

Yes, I had this problem also with my Rift. I ended up discovering after much troubleshooting that the USB plug on the Rift itself was causing a problem with my USB port (which is a known problem). Eventually switching it to a different port + disabling power management in the USB devices (Device manager) took care of the problem on my system (trying different ports then rebooting after each and so on). Not sure the same will help with the Rift S though.

Anybody build straight to the Quest from UE4 with no problems, but get a black screen with a perpetual loading icon when trying to run the app from an APK(installed using command prompt and SideQuest)? Using 4.23 with the VR Template to eliminate any unnecessary room for errors I might get from using my other project.

Will there be 4.23.1 soon? It’s been a month since the release, so around the usual time.

I have an array type variable in one of my Blueprints which is populated on Construct and for some reason it started getting populated with “None” values on 4.23. After trying to debug it I found out that the array was already starting with 200 null elements. The problem got fixed after I marked the variable as Transient.

This wasn’t happening on 4.22 though so it might be a bug.

It makes sense that it needs to be marked as Transient. The curious thing is how wasn’t it behaving like that on 4.22. What type of array is it?

It’s an array of a class that I created for the game. The class was created in C++ and it inherits UActorComponent.

Is there a list or spreadsheet someplace that lists all the Unreal Engine release version numbers, dates the updated were released, and the main features that were changed/remedied/added?

Hello
Enumerators array numbers may appear, I have to constantly count.

It sucks big time that there’s no support for nDisplay :frowning:
I got it going here at work but the performance is ■■■■

All the unity guys here think it’s hilarious.

Epic has focused more on esoteric rendering features recently rather than on bread and butter code. the last version that had anything new I could use was 4.19 which I did not use because of the hicup many people reported. I am currently on 4.22 and there is absolutely nothing for me in 4.23. It’s sad that Epic is focusing more on stuff they need for their own game than on general features or even bug fixes, but that’s how it is :frowning:

Hopefully soon!
Very surprised they would leave some of these bugs for over a month,
Must be bad! lol… :slight_smile: