Unreal Engine 4.25 Preview

Undo/Redo & Play in Editor break once i bring up the color wheel to change the color of a comment or macro, even if color wheel window is closed via OK or X with the message:

“(Can’t undo while ‘Edit Comment Color’ is in progress)”
or
“Can’t play in Editor when performing edit comment color operation”

Have to restart the editor to make UNDO & REDO work again, very annoying

The instances was made in 4.25 preview 5 then in 4.25 preview 6 they broke. it took about 9 hours to manually fix them but
still. I think this did not happen to you because the instances i made was made in the last preview and then after updating they broke.
but making new ones in preview 6 you are correct, there is no issue. the issue was updating from p5 to p6 sadly.

Yeah, that seems possible. Hopefully this project of yours is not a live one, because such thing could happen again, thou it is not a common thing to happen, but there are specific situations where changes inside the engine could cause it during previews and should never happen between releases.

preview 5 and 6 are behaving very strangely ray-traced shadow wise… none of my lighting from preview 4 works the same… especially directional lights in a new level arent casting sharp shadows, and an intensity of 1 barely does anything…

Any idea when 4.25.0 is coming out?

The self-shadowing in the POM shader is broken as of 4.24.

Is it possoble to reinstall preview 5? Preview 6 broke hair groom simulation and also area lights are really weird. Cannot get soft shadows for pointlights either. Ambient occlusion us not working as well.

do I have to go to github to get preview 5?

Same here. I also tried using the ProjectLauncher, but it returns “ERROR: The IOS platform is not supported fromt his engine distribution”.
iOS platform is installed for the engine, previous 4.24 works fine with same project settings.
It does show up in the menu in the MacOS version.

Another issue:
On MacOS UE4.25 became very very CPU hungry and less responsive.
(Quadcore i7 at 70% usage, empty project, not compiling or building light, all cocked and built. Latest MacOS and XCode
MacBookPro 15inch, within hardware specs. RAM and GPU fine, only CPU under heavy load.)

Seems unnatural, not an issue with previous versions.
Anyone else experiencing this on MacOS?

let’s talk about light channels!
4.25 Preview 6

admittedly i have a lot of lights in my scene [is there a limit per light channel or something, that could explain the below issue?]
The Issue:
I have a Rect light on channel 01 on and a ground plane as well as a glass windscreen which has NO light channel attributed to it. is my thinking wrong but if it does not have light Channel 01 set as its flag it should not receive the light emmited from the light source on Ch 1?

No matter what light channel I put my lightsource on [and same for the windscreen] the rectangulat light still hits the windscreen. Only by turning off the light source does the reflection
go…

yes excessively high CPU demand on MacOS with 4.25.
Something’s wrong there.

depth of field or focus distance does not support glass objects ? (4.25 p5)

it seems to be working on these 2 glasses. i think your shader has it turned off for that one.

Screenshot_25.jpg

Get following output from SetupAndroid.bat when following latest Android setup steps from Updates to required setup for Android NDK 21 in Unreal Engine 4.25 - Unreal Engine.
Any suggestions?


Android Studio Path: "K:\Android\Android Studio"
Android Studio SDK Path: K:\Android\Sdk
Current user path: "[REMOVED]"
ERROR: Invalid syntax. Default option is not allowed more than '2' time(s).
Type "SETX /?" for usage.
Added K:\Android\Sdk\platform-tools;K:\Android\Sdk	ools to path
Exception in thread "main" java.lang.NoClassDefFoundError: javax/xml/bind/annotation/XmlSchema
        at com.android.repository.api.SchemaModule$SchemaModuleVersion.<init>(SchemaModule.java:156)
        at com.android.repository.api.SchemaModule.<init>(SchemaModule.java:75)
        at com.android.sdklib.repository.AndroidSdkHandler.<clinit>(AndroidSdkHandler.java:81)
        at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:73)
        at com.android.sdklib.tool.sdkmanager.SdkManagerCli.main(SdkManagerCli.java:48)
Caused by: java.lang.ClassNotFoundException: javax.xml.bind.annotation.XmlSchema
        at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(BuiltinClassLoader.java:604)
        at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(ClassLoaders.java:178)
        at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:521)
        ... 5 more
Update failed. Please check the Android Studio install.

Similar (or same) here. p6’s shadow covers entire of terrain in ray-trace (or no direct shadow but indirect light only?). Does anyone figure out how to manage it?

EDIT: it seems like directional light in Movable mode does not show direct light and its sharp direct shadows. I tried to change to Stationally mode and static mesh shows shadow but proceduraly generated meshes are not showing their sharp direct shadows and direct light such as RMC and instanced foliages which worked fine in 4.24. And still I cannot roll back to p4.

Anyone knows is that submit crash report even reaches to Epic that is generated by Unreal when crash occurs and when i decide to press send button?. Thanks.

Hello, how i can setup Android with 4.25? I did all steps:

and i have SDK, NDK but i did not find JDK and i cannot package, Accept SDK licence.

ue4 4.25 p5 bug
save as new level problem
does not save built lighting data

4.25 p5 level migrate problem
i want migrate only one level to new project
but ue4 migrates all levels in project!!!

http://uupload.ir/files/fqob_screenshot_

Hello Developers from Unreal Engine 4 - I found the BUG in Preview 6 - I am making mobile game for Android. I bought this asset pack Mutant Rat in Characters - UE Marketplace - I made AI from this mesh, I added animations from this asset pack, I compile for Android with no errors at all - even on PC are no errors - and weird bug - the rats on Android phone are INVISIBLE, they still run around and collide with world and got collisions with world and FPS character but they are invisible on Android phone meanwhile they are visible on PC!!! While compiling no any issues no errors, no warnings - it compiles even APK OBB fine! But I cannot make a game with this bug when AI or other enemy characters are invisible on Android phones!! Devs - PLEASE FIX IT this weird bug!!!
Kind Regards!

The best thing you could do is file a bug report but you might need to provide more detailed information than what you provided here. Also if you are working on a game that is not only serving the purpose of testing a preview release, you probably should be using a final release version of UE4 (4.24.3) and not a preview one.