Unreal Engine 4.25 Preview

Try , logging out and logging in as a new user or administrator. Then it worked for me. Annoying, but the cost of being an earlybird.

Hey @bblackbo, the plugin will be made available shortly after the full 4.25 release!

Hope it doesnĀ“t crash for me as often as 4.24 did, 4.23 was the last time unreal rand without crashing every 10 minutes, maybe theres a problem on my end. Still hyped for the update though, keep it up

I am also curious about this!

Supports app bundles. What a blessing!

yea i uninstalled 4.25 preview, I Couldnā€™t get anything to work, also i noticed the first time it installed it only downloaded 1gb of data, and like 4 the second time. Iā€™m guessing the server was not sending all the files and failingā€¦

Hello when you add CHAOS Destruction inside Launcher ?

It will not be in it any time soon. you have to compile from source and enable it that way.

A few weeks ago (using the master branch) I did go over this in our project, and it wasnā€™t painful. I had to rename them, and change Cast calls to something else, maybe PropertyCast, or something like that.

Iā€™m a bit disappointed that all the bugs I am waiting for to be fixed have been moved from Target Fix 4.25 to Target Fix 4.26ā€¦ Thatā€™s specifically UE-80268, UE-68705, UE-86169, UE-74492:

Thanks for update NIAGARA and Cinematic

It only took **21 years **to add one of the most basic features. But finally us animators can check the curves in the engine :slight_smile:

this bug is massive to my project and has moved to 4.26, i wish iā€™d never updated to 4.24

Chaos demo is for 4.23,4.24?

Any word on chaos? I need it for project of mine thats coming up.

i fixed itself, got a luncher update requiering to log again + auto repair of 4.25 install and itā€™s all good now !

Appart from the UProperty to FProperty nothing to change for my plugins ( full game may need additional work but thats good ! )
Would be intresting in more info in the change from UObject based to separate class

Actually the rename is not mandatory as they did a typedef to handle smooth port
they also reimplemented a big part of gennerated code + UObject interface to help transition ( i guess some will be removed progressively )
But what the goal / implication ? i can imagine Smaller metadata, less allocation / memory used too + better reflection perf maybe ( meaning faster load in editor/ some cases ) Any UE dev insight on that would be great ! :slight_smile:

**ā€œImproved Convert-to-Blueprint. **When creating a Blueprint from multiple selected Actors in the Level Editor, you can now make a Blueprint with a single master Actor that has one Child Actor Component for each of the Actors you selected. This means that you can now save groups of Actors to a single Blueprint and place those Actors around your Level, or in other Levels, by dropping in (or spawning) just one Blueprint.ā€

Oh godā€¦ Noā€¦ Please noā€¦

soā€¦ For me I have to be a new user to try 4.25. As a new user, I needed to install codeworks again to see android devices and use adb etc. FYI 4.25 uses ndk 21, so you also need to download and install that, NDK Downloads Ā |Ā  Android NDK Ā |Ā  Android Developers

So Download Folder, unzip somewhere(I put with other codeworks jazz) and in Unreal project settings point to folder, ie: C:/NVPACK2/android-ndk-r21.

Quest and Android projects Build and Launch for me now.
First build will be loooong, as Unreal downloads a ton of new stuff, see whats happening it your output log.

Cheers

Niagara is not very intuitive inside the node constructor. Need some lessons please.

We need the data table row copy function, which is a very important and practical function, because localizing the data table and adding data will bring huge trouble and time consumption