I don’t suggest doing this because windows is stopping the gpu from heating up and crashing his pc. doing this you take a risk on burning up your pc since it is an integrated card.
should be using VS 2019 not VS 2017
That’s not true, in fact, sadly, none of the consoles support VS 2019 yet, so VS 2017 should be the ultimate default for now.
No, its the TDR feature I was talking about https://docs.microsoft.com/en-us/win…-registry-keys
No rist for burning the PC, maybe getting a few or less bluescreens. But worth trying
VR2017 is also mentionend in the documentation and requirements section as the one to use
Epic games says in the live stream that 2.24 will require VS2019… Version 19.22.27906 x64 to be precise
only 4.22.3 available in Ureal Engine!
I’m not sure where do they say that but that’s false nevertheless.
From the official release notes, at the PS4/Switch section:
“Supported IDE: Visual Studio 2017, Visual Studio 2015”
Xbox One:
“Supported IDE: Visual Studio 2017”
Build farm support:
“Visual Studio - Visual Studio 2017 v15.9.4 toolchain (14.16.27023) and Windows 10 SDK (10.0.16299.0)”
Also, the following suggests that not even in core UBT is VS 2019 fully supported:
“New: UBT now outputs an error when compiling Unreal Engine with known codegen issues, and excludes toolchain versions when sorting compilers for use. Note that the Visual Studio 2019 16.3 toolchain (14.23.xxxxx) is currently blacklisted.”
In summary, although there is some VS 2019 support, VS 2017 is definitely the official way to go.
How to enable Ratracing? I just create version for 4.23 and now remade it for 4.24. But no raytracing here.
Using 4.22.3 and VS 2019 when I ran into problems with the 16.3 toolchain. Still use VS2019 for the editor but specify the 14.22.27905 for the compiler for UBT to use. I am no longer upgrading until Epic catches up. In fact, I am staying on 4.22.3 until I bump into something I really need.
Why this button is missing?
I was so happy to see it in the Preview. And now it’s gone. Do you love playing all those game jam submissions with VR plugins enabled?
I found a workaround, in fact if I start my project from D: => it crashed, C: => It worked, what about you?
I had to do the same as there was a code generation bug in 16.3: https://developercommunity.visualstu…ation-bug.html
It was fixed in 16.3.10 I believe, so just to let you know, you can now probably remove your UBT version lock (latest VS2019 works for me).
4.23 had a bug which prevented us from switching, and 4.24 has some serious crashes so we’ll have to wait too.
Can confirm the AO problem with SSGI. Has anybody found a solution yet for the landscape layer physical materials? This is really really bad, must be fixed asap, please.
With the new build I’m finding some issues with widget Z orders, where buttons in a widget are at the top of the Z order list, but can’t be clicked on in engine unless no other widget items are behind them. This setup worked fine the last several UE versions, looked through the full changelog but didn’t see anything mentioning changes to Button widgets or Z orders or anything like that.
Curious if anyone else has had this, or might have a suggestion for working around it if it was an intentional change I’ve somehow missed that I need to do something new to handle.
So I’m immediately noticing that the newly implemented GTAO is unaffected by PPV AO settings. I get why as it is a very well-done SSAO method, but I already have two scenes that I would prefer some level of customizablilty. As there are objects I want shadowed more but there is a gap between the SSAO and no real direct shadow cast as the scene uses only a movable skylight so there’s not much directionality present. The DFAO was quite helpful in adding contrast to the scene for a better feel, but the GTAO doesn’t cooperate as it over darkens much of the scene with DFAO, and doesn’t get the shading distance that DFAO can. Grantes, it’s a more isolated example, but it still would be helpful to have some ability ti adjust its influence as needed.
Still, another great update guys!
Wait, then why do I have it? I don’t use Ray-Tracing and when I copied and opened my project in 4.24 the AO contribution was entirely different. I assumed it was because GTAO had replaced SSAO
Thanks. Have you gone to 16.4.1?
my unreal engine is stuck at loading 39 procent i started a fresh vr template from epic launcher
ill wait for one more hour and then ill check back
i believe its my sharder compiler that is causing this is this an expected effect ?
Edit:
Indeed after a while waiting it continued never had such long loading times is unreal is this normal?
Specs
I73770k
8gb ram
Gtx 1070 oc