Unreal Engine 4.25 Preview

Based on this I just tried disabling Resharper, Visual Studio 2019 no longer restarts or crashes but Visual Studio is showing syntax error all throughout source code. And it cannot seem to resolve some of the classes from the engine. Build will succeed but a Rebuild fails.

Its not the reflection captures. its the skylight in combination with directional lights. when compiled they look super bright in engine, then super dark in a game build sadly.
event the direction of the directional light is messed up and can sometimes if pointed at the right angle seems to shine from under the map going UP even when the light direction is downā€¦

Never use rebuild on a preview engine. always use Clean then build and NEVER try to compile from inside the engine in 4.25 from the button. it will somehow corrupt your project when it fails to build lol

no consoles at this time can use VS2019 stick with VS2017 for now. its recommended by unreal to use 2017 atm and by meā€¦

Thanks! I will install 2017 until 2019 is officially supported on the newer release. Using 4.24.3 I never had any issues, but I will stick to the recommended environment to save myself the heart ache

guys, if I download the preview edition, do I need redownload anything from start again if the stable version available? or I just need update it like updating from 4.x.1 to 4.x.2 (not redownload anything from start?)


4.25 3 formats. Why?

They must be in the middle of refactoring the lighting when they pushed this preview out then. I tested with a single point light and two sphere reflection captures only. The scene I tested didnā€™t have a directional light or sky light. It gets super bright after building the lighting and back to normal when the reflection captures are deleted from the level.

Metallic objects are emitting light in a completely dark room with no lights using RTGI.

Hi everyone.

While trying to package for android on 4.25 Iā€™m getting a bunch of the following.


UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error:
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: Ensure condition failed: GetSuperClass() [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp] [Line: 1515]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: Stack:
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6a2e9f49 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe68d54606 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6b9c9079 UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6b9c8fc5 UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6b9bacd5 UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6ba0a1ed UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6b8b8efc UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6b8b3a2c UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6b8b325e UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6b9f9f12 UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe65a839e7 UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6592505f UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe65927b79 UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe65934db3 UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe657a0da1 UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe657cbaeb UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff6ac4436ea UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff6ac43b86c UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff6ac43bbda UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff6ac44e369 UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ff6ac45044a UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffee3297bd4 .DLL!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffee4eaced1 ntdll.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: end: stack for UAT
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: Ensure condition failed: ClassDefaultObject [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp] [Line: 1519]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6a2e9a79 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe68d54635 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: Ensure condition failed: GetSuperClass() [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp] [Line: 1494]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6a2e8ea9 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe68d546d6 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6b9c9092 UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: Ensure condition failed: ClassDefaultObject [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp] [Line: 1498]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe6a2e8f89 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogInit: Display: LogOutputDevice: Error: [Callstack] 0x00007ffe68d54705 UE4Editor-Engine.dll!UnknownFunction ]


UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: begin: stack for UAT
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: === Handled ensure: ===
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error:
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: Ensure condition failed: ClassDefaultObject [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp] [Line: 1498]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error:
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: Stack:
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6a2e8f89 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe68d54705 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6b9c9092 UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6b9c8fc5 UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6b9bacd5 UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6ba0a1ed UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6b8b8efc UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6b8b3a2c UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6b8b325e UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6b9f9f12 UE4Editor-CoreUObject.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe65a839e7 UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe6592505f UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe65927b79 UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe65934db3 UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe657a0da1 UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffe657cbaeb UE4Editor-UnrealEd.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ff6ac4436ea UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ff6ac43b86c UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ff6ac43bbda UE4Editor-Cmd.exe!UnknownFunction ]
PackagingResults: Error: begin: stack for UAT
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ff6ac44e369 UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ff6ac45044a UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffee3297bd4 .DLL!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: [Callstack] 0x00007ffee4eaced1 ntdll.dll!UnknownFunction ]
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error:
UATHelper: Packaging (Android (ASTC)):   LogOutputDevice: Error: end: stack for UAT

Anybody else getting this?

Epic is droping OpenGL ES 2 support on android

Hi Dan,

To use the Thin Translucent shading model, do the following:

  • Open your Material and in the Details panel, set the Shading Model to Thin Translucent
  • In your Material Graph, add the **Thin Translucent **expression node.
  • Plug your base color or color texture into the Thin Translucent expression.
  • On the main Material node, use the roughness, metallic, and opacity values (like you normally would) to control the rest of the tinted material.

This is a test image I created when trying it out. The right is using a traditional translucent material that is not physically accurate. The left is the Thin Translucent shading model. I donā€™t have UE4 up to grab a screen shot of the material at the moment. Very simple to set up something like this using the instructions I listed above, which is what the ones in this image are using.

Hope this helps.

Hi ,

many thanks for getting back. Tried what I believe you suggest.
However canā€™t seem to get a result. I attach a screenshot to see if there is something i am doing wrong.

I notice that without plugging my texture sample node into the materials BaseColor or Opacity inputs I get no visible feedback in the preview window. Even though I do get this feedback when doing so, when applied to geometry I get no visible affect.

Have I misunderstood something here?

thanks for your help. Looking forward to getting it to work as iā€™d like to get it working as a layer of oil as you get on car headlampsā€¦Iā€™m guessing i would need two materials and two seperate mesh actors for such a thing [one material for the glass headlamp cover mesh and one materials for the thin film material and single surface mesh]?

Many thanks
Dan

https://www.dropbox.com/s/9kwt1wr72eā€¦rans_.png?dl=0

provided a link to dropbox due to the file size limit on here.

"Fixed! UE-86045 Initial overlaps arenā€™t populated by BeginPlay "

Not fixed in preview 4.
Checking the commit shows that code was moved into a function, with no changes to the functionality of the code.
Test in editor confirms issue still remains.

Does Unreal 4.25 have any support for using DMX to control virtual lights?

@DanH71 Hereā€™s a quick example. As for the headlights youā€™d just need one mesh since the material gives you an extra input, simulating a thin film on top.

thankyou The_Distiller! got it working thanks to your screenshot in a new level but in my working raytraced scene with post process volume no joy [well at least not visibly].
I show two shots one shows the PPV on the second I disabled the PPV and the thins translucency is visible.
This shows [i have really bad UVs on the headlamp cover;)] and that something in my ppv is messing with the result. I ticked through the ppv settings and other than turning it off completely no other parameter seemed to affect the scene in the viewport and allow the thin trans material applied geo to be visibleā€¦

will keep looking but would be grateful for any ideas.
I attach the PPV settingsā€¦sections are collapsed where there is nothing turned on within

cheers
Dan

Ray traced translucency breaks the shader. Switching it back to raster should fix it.

This one is pretty obvious and may have been reported. The curve editor for anim sequences doesnā€™t render curves properly with splines. No matter what type of curve you use, it always looks like linear curves. Also as you scroll around and a key goes out of the viewport, the line suddenly jumps to point in a different direction.

Hey guys, when i try to open one of my projects from 4.21 and 4.24 i get a crash:

Assertion failed: ClosestTriangleBaseIdx != INDEX_NONE [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/ClothingSystemRuntimeCommon/Private/Utils/ClothingMeshUtils.cpp] [Line: 272]

E4Editor_Core
UE4Editor_Core
UE4Editor_ClothingSystemRuntimeCommon
UE4Editor_ClothingSystemRuntimeCommon
UE4Editor_SkeletalMeshUtilitiesCommon
UE4Editor_MeshBuilder
UE4Editor_MeshBuilder
UE4Editor_Engine

Do you need some additional info on that one?
[USER=ā€œ1210893ā€][/USER] or is it a known issue - Converting SK cloth meshes from previous versions to 4.25?
I tested with Preview 4. Double checked the data back ion previous version. Even if i try to drag/reimport the same FBX in content browser crash with msg above.