Unreal Engine 4.25 Preview

The lighting is vastly underwhelming compared to Unity, but I suppose thats being fixed to some degree or not. My main project is not in Unity, but what I do have there, the lighting in general is good, and where overlaps occur, its gorgous.I guess Unity has had more time to hone things. I can waste hours on lighting and still not have it right its a giant mess of a subject. Wondering if 4.25 will fix any of that && adding world comp where my world resides adds even more stress as rotating light to one angle looks good in area X, yet area Y looks washed out, horrible, and my system ( most of our systems I imagine_) are weary to handle raytracing in totality. I wish.

But yes, overall, UE4 while spotty 2d is much easier to dev in 3d as Unity makes you make so much ,giving you little out of box, but move, but then they focus a lot on profit/store for most things.

I guess I see the two engines similar for various reasons, but in Unity I often get weird errors for the dumbest reasons, like editor theme, tons of errors often just for script differences changing engine, there I think Unity falls hard. I never see that in UE4 , tho Iā€™m not sure its a 1 to1 comparison.

Lighting is the biggest headache , even in Unity its not prize.

" They **demand **miracles, full stability of codebase with 2-3 million lines of code :wink:
"

I personally find programming at that level utterly amazing, so I donā€™t personally prefer to put labels on them, of what they can and canā€™t do within a given length of code :wink:

No matter, opinions vary always will, but honestly , complaining about someone else complaining is a double negative and those arenā€™t helping to create a conducive atmosphere IMHO OFC .

Anyway game dev is hard , because making good looking games that run well using all features ,components, IS hard short of someone having tons of experience, even then when isnā€™t it at least time consuming when can be seen as hard :wink:

Making games can be very stressful depending on who we are and our experiences, soā€¦

It wouldnā€™t be a satisfying reply if personal ā€œtouchā€ wouldnā€™t be added again, right? :wink:

I admit thatā€™s a perspective I rarely ā€œconsiderā€. This brings Houdini to my mind, where you have even nightly builds released frequently. I guess thatā€™s the highest standard of support you can get for ā€œcreativeā€ software while it doesnā€™t require putting a lot of resources into LTS.
Maybe it wouldnā€™t be feasible for Epic to release such builds all the time, but important hotfix could be delivered just the same day it was submitted to the release branch.

It would require a very little from engineers (they do already fix many remaining critical issues quickly after release) and changes nothing for those compiling engine for them (which even small indie studio do, itā€™s easy and ā€œnaturalā€ thing to do). But I see now how this could improve things for those who just want to use tools, not patch them themselves :slight_smile:

PS IMHO such notes directly from you are much better for conversation than simply linking to forum posts which tends to sound very dramatic, while extremely vague. No information on system specs (thereā€™s a good reason why support technician would ask for DxDiag or another information dump while analyzing performance issue), no information on enabled features and plugins (especially these marked as early access or experimental).
Sometimes all you need to is update GPU drivers, often is a very specific thing in your project thatā€™s needs to be fixed and updated. And evidence such as ā€œI stay with UE 4.xx, it was last stable buildā€ is quite anecdotical, you canā€™t check if newer versions are less stable for you if you donā€™t actively use themā€¦
I could post another ā€œanecdotical evidenceā€: for me, early versions of UE4 were the least stable because of unsolved issues with circular references between blueprints and a lot of similar issues of new engine generation. Now what? Everyone could post his experience with the engine versions and it could be very differentā€¦

Yeah, measuring software complexity by counting lines of code isnā€™t the best idea, generally. It was just to quickly give an impression of engineering effort weā€™re dealing with :slight_smile:

Tru that. Next time Iā€™ll try to go in different directions like ā€œdonā€™t panic, itā€™s just Preview, a lot of critical issues already fixedā€. Thanks for accenting word ā€œnegativeā€, it makes me review my wording :wink:

Great discussion. I agree with the above statement wholeheartedly. On the plus side itā€™s been really great to see so many bugs fixed in each preview of 4.25, and not just things in the newer ā€œ9----ā€ā€¦ range like usual, but a few older ones going back to the 7ā€™s and 8ā€™s. Definitely a step in the right direction and I hope they keep at it. I love using this engine, and discover cool new things about it every day, but the growing backlog of bugs is extremely frustrating to deal with.

I wish they would just spend six months doing nothing but going through that backlog, fixing them up, and getting a really stable build going. I submitted one bug over a year ago, which Epic reproduced, and which should have been a relatively easy fix for them, with no obvious chain of dependencies, but no one has looked at it since. Also there are some great features that have been around for 3+ years but are still somewhat broken and havenā€™t received any love since being added.

The ā€œupgrade rouletteā€ is the hardest part to deal with though. Each new version might fix something important thatā€™s been broken for awhile, but then it winds up breaking something else, or several things, that are essential. Sometimes these bugs can be worked around with some hacky changes to the engine but most of the time they canā€™t. Back in the 4.12 to 4.21 days these newly broken things would be quickly addressed in hotfixes, which was very reassuring, but now they often sit there for multiple full releases, or never get fixed at all. I do pay very close attention to the updates, but itā€™s pretty hard to check every single thing you use, or think you might use, for perfect functionality in all possible conditions before upgrading.

Examples off the top of my head that have prevented me from upgradingā€¦

4.22 broke early Z-pass and sphere traces
4.23 fixed z-pass, broke something else I canā€™t remember atm
4.24 fixed sphere traces, broke landscape physical materials (oy!), other broken thing still broken
4.25ā€¦ holds breathā€¦ well, holds breath for 4.25.1 anyway.

Fingers crossed.

" I do pay very close attention to the updates, but itā€™s pretty hard to check every single thing you use, or think you might use, for perfect functionality in all possible conditions before upgrading. "

THIS :wink:

While UE4 engineers are waiting for bug fixes, I wish someone would step in and fix this 3D Text bug that was supposed to be fixed in 4.25:
https://forums.unrealengine.com/unreal-engine/events/1734735-localizing-action-rpg-game-march-19

This is what you should be worried about. Lightmass bake comparison - Imgsli

Be scared, thereā€™s no ticket for this on the issue tracker.

yes, This is my issue, I got very frustrated with 4.24, I wasted a lot of time on this version.
I did a lot of checking but after upgrading i found out that now itā€™s broken to have an object not render in main pass and render in the custom pass. the tracker was at 4.25 for fix, now 4.26
this is a massive problem for my project and Iā€™d done so much extra work before i noticed it that i couldnā€™t go back.

I also spent some serious time trying to work out why some things werenā€™t working properly, to discover they were new bugs in the engine, some of them got patched out in the update. but now iā€™m scared to update my engine every single time because something will break.
I basically canā€™t release my project until this bug is fixed so iā€™m waiting on them to undo whatever broke it.

I waited until the first bug patch of 4.24 as well before upgrading and still enough bugs to ruin my development. Not new feature bugs but bugs on featurs that iā€™ve been using since 4.12

Itā€™s so embarassing to submit the project for review and have to say. well this feature that youā€™ve seen working over the last few years now doesnā€™t work. when will it be fixed? no ideaā€¦

Thx for sharing!

@Luoshuang have you seen this weird light mass behavior?

we have movie render preview problem we have 4.24.3 and 4.25 preview is not proper in both engine

I hope the final release will reintroduce ray tracing quality overrides in the movie render manager. That option vanished after preview 1.

Why cant I see 4.25 preview as an engine install option in the Library?
Latest I have is 4.24.3, adding another versions wants to add 4.24.1, no 4.25 available my end

I already logged out closed, restarted, logged back in, doesnt help

[ATTACH=JSON]{ā€œdata-alignā€:ā€œnoneā€,ā€œdata-sizeā€:ā€œfullā€,ā€œdata-tempidā€:ā€œtemp_189659_1587714719010_54ā€}[/ATTACH] 4.25 with datasmith cant generate good lightmap for objects
spacing between uvs are too much
4.25 p5
With datasmith 4.25 p5

Is there any 4.25 ETA ?

Very soon! :cool:

Well, if they are previewing 4.25 next Friday, Iā€™d guess another 2 weeks without releaseā€¦

Soon means completely different thing for different people

I wish they would do another couple of previewsā€¦ never had Epic Games work for the end user like this, kudos to them.

I am actually looking for a simple answer. It does not matter if itā€™s going to take couple of hours or couple of decades hahaha just kidding
The point is, if itā€™s coming in the new few days then I can wait before with my current project. But if weā€™re looking for a month or more then keep going working on the current version and release my project.
ā€‹ā€‹ā€‹ā€‹ā€‹ā€‹

If you only need a month to finish your project, might as well not to upgrade to 4.25ā€¦ Release it first, then mess with upgrading.