It isn’t just you, happening here as well. It isn’t a big issue but kinda distracting. I always end up trying to keep it at proper zoom :. Also similar thing happened at 4.23 too but after zooming in/out fixed itself.
I have reported the SSGI AO bug on release day but still isn’t listed on issue tracker.
It’s specially important because enabling SSGI removes all screen space AO from lit mode view.
Are you aware of this Epic?
Hi,
I upgraded directly from 4.22.3 (I would have upgraded to 4.23.x but it contained a bug that broke my project) - but I think I have found a regression added in either 4.23.x or 4.24.x with regards to FArchive handling.
The below code worked fine in 4.22.3 to serialise and restore a UObject from a stream of bytes:
struct FEstSaveGameArchive : public FObjectAndNameAsStringProxyArchive
{
FEstSaveGameArchive(FArchive& InInnerArchive)
: FObjectAndNameAsStringProxyArchive(InInnerArchive, true)
{
ArIsSaveGame = true;
ArNoDelta = true;
}
};
void UEstSaveStatics::RestoreLowLevel(UObject* Object, TArray<uint8> Bytes)
{
FMemoryReader MemoryReader(Bytes, true);
FEstSaveGameArchive Ar(MemoryReader);
Object->Serialize(Ar);
}
void UEstSaveStatics::SerializeLowLevel(UObject* Object, TArray<uint8>& InBytes)
{
FMemoryWriter MemoryWriter(InBytes, true);
FEstSaveGameArchive Ar(MemoryWriter);
Object->Serialize(Ar);
}
Code on GitHub: Estranged.Core/EstSaveStatics.cpp at 980c909801c255de7220cf0e040862ccdaabe071 · alanedwardes/Estranged.Core · GitHub
This did not work after upgrading to 4.24.0 - specifically the RestoreLowLevel method did not restore all SaveGame UPROPERTY members as expected in Shipping/DebugGame builds (it instead zeroed them - so floats set to zero, bools false etc). It did not happen in the editor builds, the members were restored as expected.
I found the below workaround to make this work in 4.24.0:
void UEstSaveStatics::RestoreLowLevel(UObject* Object, TArray<uint8> Bytes)
{
FMemoryReader MemoryReader(Bytes, true);
FObjectAndNameAsStringProxyArchive Ar(MemoryReader, true);
Object->Serialize(Ar);
}
void UEstSaveStatics::SerializeLowLevel(UObject* Object, TArray<uint8>& InBytes)
{
FMemoryWriter MemoryWriter(InBytes, true);
FObjectAndNameAsStringProxyArchive Ar(MemoryWriter, true);
Ar.ArIsSaveGame = true;
Ar.ArNoDelta = true;
Object->Serialize(Ar);
}
Code on GitHub: Estranged.Core/EstSaveStatics.cpp at 739feee5eaabd3e5be617f976e6e3351800b49fd · alanedwardes/Estranged.Core · GitHub
The RestoreLowLevel method doesn’t work if you set ArIsSaveGame = true or ArNoDelta = true, but only in Shipping/DebugGame builds, in editor builds it restores the UPROPERTY members maked with SaveGame as expected.
Regardless of whether I should be setting those booleans when restoring or not, the difference in behaviour between shipping / editor builds is a bit worrying!
Alan
Thanks for the confirmation. I’ve reported this via bug report form, just in case if it’s a non intentional display bug.
Hi Everyone,
I have a problem when I’m trying to use Real-Time Ray Tracing in 4.24. It was working fine until my win10 updated today. Now when I’m trying to open my project that uses ray tracing it crashes with this error:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000048
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
D3D12
D3D12
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
dxgi
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_RHI
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
ntdll
Does anyone know what is causing it and how to fix it?
I develop a plugin, if I started a new empty project and add my plugin, all is ok.
Is anyone using latest version 4.24 on Mac (MacBook Pro (15-inch, 2018) OS Catalina 10.15.1) ? Because I am getting crash when I try to build the map - Caught signalDerefFMaskInfo(BronzeTextureFMaskInfoRec const*) Address = 0x7f - Pastebin.com
Has anyone managed to get SSGI and AO working? AO stops working
AO Component of SSGI is broken.
It shows fine in AO Buffer View mode though. Found no solution so far.
For whatever reason they are not adding the bug report to issue tracker. Makes me wonder if they are even aware of it.
Did you report a bug through the bug submission form? That’s the surest way to make them aware.
Yes I did. And that’s why I’m wondering why it’s not added to issue tracker. If AO component of SSGI is not fixed it’s really not usable. It’s as if you set SSAO amount to 0 and that’s a big problem.
I’m also having this issue migrating a project from source-built 4.23 to 4.24. It looks like the engine is failing to find some path-relative directories including the ones above but also …/…/Engine/Shaders, and is failing asserts on startup.
Hi guys!
I’ve just upgraded from 4.22 to 4.24, now I’m getting horrible editor glitches, my hardware: Intel Core i5-7400, Intel® HD Graphics 630.
(I wanted to submit it to bugtracker, but can’t log in there because of: “Sorry, you are visiting our service too frequent, please try again later.”)
When I wanted to create screen recording to show you glitches, I’ve opened Camtasia Studio Screen Recorder and for some reason when I start screen recording with that Camtasia software, artifacts disappear. So I guess these artifacts have something to do with Intel GPU settings?
Do you guys know how to solve this problem? Many thanks!
I’ve recorded video with my smartphone:
- Open UE4 editor, see glitches
- Open Camtasia Studio Recorder, start screen recording - glitches disappear
- Stopped screen recording, glitches come back
UE
P. S. And there’re frequent crashes: *“Unreal Engine is exiting due to d3d device being lost. (Error: 0x887A0006 - ‘HUNG’)”
where did “Get User Widget Object” go in 4.24??? i pull off my widget component and to my surprize this is no longer an option???
your gpu is not good enough for ue4’s interface. get a better gpu.
It’s not the gpu’s fault. It’s a bug in the engine.
no it is not a bug in the engine. it is his graphics card. i had this same issue till i used a pc with a better gpu…
I had something similar a while ago but after upgrading GPU drivers things got better. Also simple windows reboot fixed it also for me most of the time.
This can be caused by windows suspending the gpu. google for it there are registry keys you can disable that behaviour. I had that when I enabled raytracing and used DX12 in project settings with my GTX gpu which does not support raytracing. Double check you don’t try to use features your card dosn’t support
Release notes say “new Interior ArchVis Level Template” - has anyone found this yet? Where can I have a look into it? (I don’t mean the OUTSIDE archviz which is demonstrating day cicle)