Unreal Engine 4.25 Preview

updated to 4.25.0.p2
When trying to build for Quest you get a ‘license not accepted’.
When going to project settings trying to accept the license (android) it reports;
‘unable to read …/…/…/Engine/Source/ThirdPaty/Android/package.xml’

edit1: copied the package.xml from 4.24 to 4.25, now error ‘could not find part of the path ‘c:\program files\epic games\ue_4.25\engine\build\android\java\javaTemplates’’

Still no Chaos. Looked for 4.25P2 source(github) not there.

That was a lot of fixs fast, go to test some things again :slight_smile:

Heya! I’ve been testing the new Single Layer Water Blend Mode for the Materials and its awesome!
BUT!
I have noticed that it doesn’t seem to support Planar Reflections or reflections from Reflection Capture Actors, SSR work fine, but that’s about it.
Anywho it seems like a strange limitation or bug? Has anyone else encountered this?
I first noticed in Preview 1, but is still there in Preview 2

yup copy that folder over too, I dont overwrite anything, just copy whats not there from 4.24. I can now build for android in 4.25 again.

We are seeing the same on windows machine. Is this a bug?

Same crashed start again, 4.25p2 on OSX 10.14.6

When trying to build my c++ project i get the following error and can’t figure out why… my game has a dlc and i’m using launch profile
to package but im getting an error, it used to work in 4.24, i’m using the same settings in the build profile but its erroring.
what do you think could be causing this issue?

ERROR: Missing precompiled manifest for ‘Launch’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in Launch.build.cs to override.

in development setting for build i get this:




Running AutomationTool...
Parsing command line: -ScriptsForProject="E:/WLS_HELIX/convertingProjects/StyxVR 4.25/StyxVR.uproject" BuildCookRun -project="E:/WLS_HELIX/convertingProjects/StyxVR 4.25/StyxVR.uproject" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=E:\UnrealEngine\UE_4.25\Engine\Binaries\Win64\UE4Editor-Cmd.exe -utf8output -platform=Win64 -build -cook -map=Demonstration+HouseMap+Level_GoodSky_Showcase+ScifiMap_1+Stage+Stage6+Stage8+StageEmpty+StartRoom+TutorialMap+ValentinesDAY -pak -createreleaseversion=1.0 -compressed -stage -package -stagingdirectory=E:/WLS_HELIX/StyxEasterEgg/4.25build/ -cmdline=" -Messaging" -addcmdline="-SessionId=CC85C4FE4EB651C0EC70B48FB8E36317 -SessionOwner='wlsdev' -SessionName='New Profile 0' "
Setting up ProjectParams for E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject
********** BUILD COMMAND STARTED **********
Running: E:\UnrealEngine\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe StyxVR Win64 Development -Project="E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject"  "E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject" -NoUBTMakefiles  -remoteini="E:\WLS_HELIX\convertingProjects\StyxVR 4.25" -skipdeploy -Manifest="E:\WLS_HELIX\convertingProjects\StyxVR 4.25\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UBT-StyxVR-Win64-Development.txt"
ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.
Took 1.0028278s to run UnrealBuildTool.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UBT-StyxVR-Win64-Development.txt)
AutomationTool exiting with ExitCode=6 (6)
BUILD FAILED


in shipping setting i get this:




BUILD FAILED

Running AutomationTool...
Parsing command line: -ScriptsForProject="E:/WLS_HELIX/convertingProjects/StyxVR 4.25/StyxVR.uproject" BuildCookRun -project="E:/WLS_HELIX/convertingProjects/StyxVR 4.25/StyxVR.uproject" -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=E:\UnrealEngine\UE_4.25\Engine\Binaries\Win64\UE4Editor-Cmd.exe -utf8output -platform=Win64 -build -cook -map=Demonstration+HouseMap+Level_GoodSky_Showcase+ScifiMap_1+Stage+Stage6+Stage8+StageEmpty+StartRoom+TutorialMap+ValentinesDAY -pak -createreleaseversion=1.0 -compressed -stage -package -stagingdirectory=E:/WLS_HELIX/StyxEasterEgg/4.25build/ -cmdline=" -Messaging" -addcmdline="-SessionId=35DD5D7B4E1B73DA1FCD919B8EF7943A -SessionOwner='wlsdev' -SessionName='New Profile 0' "
Setting up ProjectParams for E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject
********** BUILD COMMAND STARTED **********
Running: E:\UnrealEngine\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe StyxVR Win64 Shipping -Project="E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject"  "E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject" -NoUBTMakefiles  -remoteini="E:\WLS_HELIX\convertingProjects\StyxVR 4.25" -skipdeploy -Manifest="E:\WLS_HELIX\convertingProjects\StyxVR 4.25\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UBT-StyxVR-Win64-Shipping.txt"
  Parsing headers for StyxVR
    Running UnrealHeaderTool "E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject" "E:\WLS_HELIX\convertingProjects\StyxVR 4.25\Intermediate\Build\Win64\StyxVR\Shipping\StyxVR.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UHT-StyxVR-Win64-Shipping.txt" -installed
  LogPluginManager: Warning: Plugin 'CoolKitsDLC' exists at '../../../../../WLS_HELIX/convertingProjects/StyxVR 4.25/Plugins/CoolKitsDLC/CoolKitsDLC.uplugin' and '../../../../../WLS_HELIX/convertingProjects/StyxVR 4.25/Plugins/CoolKitsDLC/Saved/StagedBuilds/WindowsNoEditor/StyxVR/Plugins/CoolKitsDLC/CoolKitsDLC.uplugin' - second location will be ignored
  Reflection code generated for StyxVR in 3.4828708 seconds
  Writing manifest to E:\WLS_HELIX\convertingProjects\StyxVR 4.25\Intermediate\Build\Manifest.xml
  Building StyxVR...
  Using Visual Studio 2017 14.16.27032 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
  [Upgrade]
  [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
  [Upgrade]     bLegacyPublicIncludePaths = false                 => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
  [Upgrade]     ShadowVariableWarningLevel = WarningLevel.Error   => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
  [Upgrade]     PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs   => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
  [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in StyxVR.Target.cs, and explicitly overriding settings that differ from the new defaults.
  [Upgrade]
  Building 15 actions with 4 processes...
    [1/15] Default.rc2
    [2/15] ortp_x64.dll
    [3/15] vivoxsdk_x64.dll
    [4/15] SharedPCH.Engine.cpp
    E:\UnrealEngine\UE_4.25\Engine\Source\Runtime\InputCore\Classes\InputCoreTypes.h(10): fatal error C1083: Cannot open include file: 'InputCoreTypes.generated.h': No such file or directory
Took 8.1388109s to run UnrealBuildTool.exe, ExitCode=6
UnrealBuildTool failed. See log for more details. (C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UBT-StyxVR-Win64-Shipping.txt)
AutomationTool exiting with ExitCode=6 (6)




I get crash when try to turn on new Anisotrophic function in Project Setting/Rendering/Anisotrophic BDRF. Engine asks to restart and I get this:

It even has this error without the dlc. i don’t get what the error means at all do you?

ERROR: Missing precompiled manifest for ‘Launch’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in Launch.build.cs to override.

WARNING Don’t enable the audio modulation plugin, it is missing tons of files and will kill your project.
my project will no longer open after enabling this plugin. needed to go in my ini and remove it from there to open my project again.

I get the same crash in 4.25 Preview 2 when enabling Anisotrophic under Rendering.

Windows 10
1080Ti
i9 with 64Gb Ram

When trying to build a plug-in module for the editor:
[SPOILER]

2>Parsing headers for %EditorPluginModuleName%

2>UnrealBuildTool : error : Unhandled exception: System.IO.FileNotFoundException: ���� ‘C:\EpicGames\UE_4.25\Engine\Binaries\Win64\UnrealHeaderTool.target’ �� ������.
2> ��� 䠩��: ‘C:\EpicGames\UE_4.25\Engine\Binaries\Win64\UnrealHeaderTool.target’
2> � System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
2> � System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
2> � System.IO.FileStream…ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
2> � System.IO.StreamReader…ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
2> � System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
2> � Tools.DotNETCommon.JsonObject.Read(FileReference File) � D:\Build++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:��ப� 50
2> � UnrealBuildTool.TargetReceipt.Read(FileReference Location, DirectoryReference EngineDir) � D:\Build++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\TargetReceipt.cs:��ப� 524
2> � UnrealBuildTool.ExternalExecution.ExecuteHeaderToolIfNecessary(BuildConfiguration BuildConfiguration, FileReference ProjectFile, String TargetName, TargetType TargetType, Boolean bHasProjectScriptPlugin, List1 UObjectModules, FileReference ModuleInfoFileName, Boolean bIsGatheringBuild, Boolean bIsAssemblingBuild, ISourceFileWorkingSet WorkingSet) � D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ExternalExecution.cs:��ப� 1145 2> � UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, Boolean bIsAssemblingBuild, FileReference SingleFileToCompile) � D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:��ப� 1692 2> � UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet) � D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:��ப� 504 2> � UnrealBuildTool.BuildMode.Build(List1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) � D:\Build++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:��ப� 247
2> � UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) � D:\Build++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:��ப� 219
2> � UnrealBuildTool.UnrealBuildTool.Main(String] ArgumentsArray) � D:\Build++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:��ப� 550


and after this attempt to build, the launcher offers to Repair the engine files
https://i.imgur.com/6wZAlCS.png

[/SPOILER]
how to fix it?

This worked for me:

  1. Open 4.24 and check your engine scalability settings
  2. Set to Epic / Cinematic (medium does not work)
  3. Save everything and open 4.25

See here:

Just a quick one: My AV is flagging libUnrealInsights-Slate.debug as a virus. Almost certain it’s a false/positive, but I thought I’d let you know as I know in the past that certain code changes can be picked up incorrectly.

Does Unreal World Composition Still Instantly crash the editor as soon as you turn on Raytracing in the Project Settings and hit Play?

Thank you guys for fixing this so quickly! Fixed within 3 days of me submitting the report.

@ Also getting that same error when packaging in 4.25 (Worked fine in 4.24). No extra plugins enabled outside of default other than Niagara.

UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for ‘Launch’. This module was most likely not flagged for being included in a precompiled build - set ‘PrecompileForTargets = PrecompileTargetsType.Any;’ in Launch.build.cs to override.

**EDIT: I can reproduce this on a blank third person template when packaging (the only requirement for the error to occur is at least one C++ class is in the project, then it fails to build when packaging. It builds fine if there are no C++ classes in the project) **I have filed a bug report

I didn’t finish all possible tests with several asset I got, but there is one bug really troublesome which is when you set Separate Translucency resolution lower than 100% makes all translucent materials (alpha composite included) to be wrongly rendered in front of all opaque materials and odd square shapes appears at the screen. Putting the value back to 100% makes the rendering to be at the correct placement. I will fill the bug report when I have finished all the tests (had to redo when preview 2 arrived).

Thanks, although this specific method didn’t work for me as I have 4 previous versions installed, setting all 4 of them to Cin still doesn’t work (I wonder why though).

What I did is nuke the ~/Library/Application Support/Epic/UnrealEngine/ to force 4.25 create a completely new setting in the .bin file.

Anyway I can see the issue is fixed but not releasing to Github yet, guess in next preview we’ll see it fixed in field.