Unreal Engine 4.25 Preview

where to find the new render movie manager ?

[Edit as of 4/7] finally sifted deeper through the commit history and the patch for the linked issue in the original post was applied all the way back in preview one, simply converting a float to a double in a number of files to buy some time however my different needs/project setup continues reproduce the error with the patch applied as discussed below (concert media servers can have some real marathon sessions in real world use too) and a more fundamental fix is needed in the long term. In the short term the workaround is simply to restart things every so often or make the usage of a second machine redundant by throwing money at the problem and buying a DeckLink card.

[Edit as of 3/13] Leaving a listen server up and running for a day and then opening a fresh client on a new machine fails to connect and thus reproduces the issue once more on 4.25 preview 2. The issue is also reproducible bidirectionally in this circumstance regardless of which machine attempts connection as a client while both default to being a listen server. This seems fairly conclusive that this is in fact the same NetDriver issue that has been fixed already and is pending release. Relaunching causes things to work properly again.

[Edit as of 3/12] Opening things up fresh after leaving everything closed for a day seems to connect up fine in all Preview 2 in various ways of launching it. I think itā€™s relatively safe to say this is probably related to the NetDriver time issue, for which the tracker page is linked in the explanation of below. While I do have a tendency to leave things open overnight at times, my original issues were strangely happening on PIE sessions shortly after fresh editor launches having resynced between different git branches, and likewise, any standalone game session launches which also initially replicated the issue should also have been fresh? The issue seems related to the NetDriver time issue however Iā€™m still a little miffed based on my understanding of that issue.

[original post]
I tend to lurk and donā€™t post often but I was doing some testing on migrating a copy of my long in development VJ software framework from 4.24 to 4.25 preview 2 and despite reliance on a number of plugins, everythingā€™s been working fineā€¦ up until testing the net-code bit which gets quite angry although works fine in the current 4.24 release. Iā€™ve wanted to post about this project for a while but have had some legitimate reasons not to. I plan to elaborate on it soon. In short tho, calling the console command to open an IP to become a client bounces back and remains a second listen server, as does when automatically running two PIE windows with one as a listen server, and another thatā€™s supposed to auto-connect as a client, but itā€™s still just two listen servers. Pulled my hair out for a while double checking firewall rules when I eventually got an engine crash out of it so it may be something going on with the preview since Iā€™ve never seen this up until now.

Running with Windows 10 1803 on an i7-4770 with a GTX 1650. Running slightly different but largely similar hardware and standardized OS versions and driver versions (Nvidia 440.97) across all three dev machines and reproduced the issue centrally with two instances on the primary machine and (attempting to) connect a client on the secondary machine to a listen server on the primary having repeatedly verified firewall rules on each for both UE4Editor and UE4Game for each engine version installed.

I eventually ended up with the following crash page and error log snippet related to the crash starting from entering the console command to connect. Let me know if thereā€™s a more preferred method of formatting this info for the forums as I didnā€™t see anything listed so I can stick it in a paste bin or something for anything prior to the point of a filing a formal bug report. This problem may relate to this issue but considering I havenā€™t had any problems of this nature in prior versions ranging from 4.18 up through 4.24, I feel like it may be different but possibly related. Curious if anyone has thoughts on this as to whether itā€™s the same issue or indeed a unique one and if I should file a formal bug report.

Crash Reporter Screenshot: [https://photos.app.goo.gl/J8pzcBo77fZfuWC67


[2020.03.12-02.57.08:758][684]LogNet: Browse: 192.168.X.25//Game/Maps/StartupMap
[2020.03.12-02.57.08:758][684]LogNet: World NetDriver shutdown IpNetDriver_1 [GameNetDriver]
[2020.03.12-02.57.08:758][684]LogNet: DestroyNamedNetDriver IpNetDriver_1 [GameNetDriver]
[2020.03.12-02.57.08:758][684]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 127.0.0.1:17777, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_1, IsServer: NO, PC: PlayerController_1, Owner: PlayerController_1, UniqueId: NULL:DESKTOP-3BT7J1Q-278BABEE4B0933C03364A89C88773F9F, Channels: 12, Time: 2020.03.12-02.57.08
[2020.03.12-02.57.08:758][684]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:17777, Name: IpConnection_0, Driver: GameNetDriver IpNetDriver_1, IsServer: NO, PC: PlayerController_1, Owner: PlayerController_1, UniqueId: NULL:DESKTOP-3BT7J1Q-278BABEE4B0933C03364A89C88773F9F
[2020.03.12-02.57.08:759][684]LogExit: GameNetDriver IpNetDriver_1 shut down
[2020.03.12-02.57.08:759][684]LogInit: WinSock: Socket queue. Rx: 32768 (config 32768) Tx: 32768 (config 32768)
[2020.03.12-02.57.08:759][684]LogNet: Created socket for bind address: 0.0.0.0 on port 0
[2020.03.12-02.57.08:759][684]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2020.03.12-02.57.08:759][684]LogNet: Game client on port 7777, rate 10000
[2020.03.12-02.57.08:760][684]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2020.03.12-02.57.08:774][685]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2020.03.12-02.57.08:774][685]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:49876, Name: IpConnection_1, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: PlayerController_1, Owner: PlayerController_1, UniqueId: NULL:DESKTOP-3BT7J1Q-278BABEE4B0933C03364A89C88773F9F
[2020.03.12-02.57.08:774][685]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 127.0.0.1:49876, Name: IpConnection_1, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: PlayerController_1, Owner: PlayerController_1, UniqueId: NULL:DESKTOP-3BT7J1Q-278BABEE4B0933C03364A89C88773F9F, Channels: 12, Time: 2020.03.12-02.57.08
[2020.03.12-02.57.08:774][685]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:49876, Name: IpConnection_1, Driver: GameNetDriver IpNetDriver_0, IsServer: YES, PC: PlayerController_1, Owner: PlayerController_1, UniqueId: NULL:DESKTOP-3BT7J1Q-278BABEE4B0933C03364A89C88773F9F
[2020.03.12-02.57.08:775][685]LogOnlineSession: Warning: OSS: No game present to leave for session (GameSession)
[2020.03.12-02.57.08:776][685]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2020.03.12-02.57.08:804][686]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2020.03.12-02.57.08:829][687]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
.
.
.
[2020.03.12-02.57.11:623][784]LogWorld: Warning: SetActiveLevelCollection attempted to use an out of date NetDriver: GameNetDriver
[2020.03.12-02.57.11:624][784]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2020.03.12-02.57.11:630][784]LogAudioMixer: Display: Flush succeeded in the source manager command queue (1).
[2020.03.12-02.57.11:650][784]LogAudioMixer: Display: Flush succeeded the source manager command queue (2).
[2020.03.12-02.57.11:650][784]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2020.03.12-02.57.11:701][784]LogOSC: Display: Stop listening
[2020.03.12-02.57.11:707][784]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2020.03.12-02.57.11:707][784]LogWorld: BeginTearingDown for /Game/Maps/UEDPIE_1_StartupMap
[2020.03.12-02.57.11:708][784]LogSlate: Window 'VJTestFeb2019 Preview [NetMode: Server] (64-bit/Windows) ' being destroyed
[2020.03.12-02.57.11:716][784]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2020.03.12-02.57.11:716][784]LogWorld: UWorld::CleanupWorld for StartupMap, bSessionEnded=true, bCleanupResources=true
[2020.03.12-02.57.11:717][784]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2020.03.12-02.57.11:727][784]LogWorld: BeginTearingDown for /Game/Maps/UEDPIE_0_StartupMap
[2020.03.12-02.57.11:727][784]LogOnlineSession: Warning: OSS: No game present to leave for session (GameSession)
[2020.03.12-02.57.11:727][784]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2020.03.12-02.57.11:727][784]LogSlate: Window 'VJTestFeb2019 Preview [NetMode: Server] (64-bit/Windows) ' being destroyed
[2020.03.12-02.57.11:729][784]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2020.03.12-02.57.11:729][784]LogWorld: UWorld::CleanupWorld for StartupMap, bSessionEnded=true, bCleanupResources=true
[2020.03.12-02.57.11:730][784]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2020.03.12-02.57.11:736][784]LogNet: World NetDriver shutdown IpNetDriver_0 [GameNetDriver]
[2020.03.12-02.57.11:736][784]LogNet: DestroyNamedNetDriver IpNetDriver_0 [GameNetDriver]
[2020.03.12-02.57.11:736][784]LogExit: GameNetDriver IpNetDriver_0 shut down
[2020.03.12-02.57.11:737][784]LogPlayLevel: Display: Shutting down PIE online subsystems
[2020.03.12-02.57.11:738][784]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2020.03.12-02.57.11:747][784]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.X.25:7777, Name: IpConnection_2, Driver: PendingNetDriver IpNetDriver_2, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
[2020.03.12-02.57.11:747][784]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 192.168.X.25:7777, Name: IpConnection_2, Driver: PendingNetDriver IpNetDriver_2, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID, Channels: 1, Time: 2020.03.12-02.57.11
[2020.03.12-02.57.11:747][784]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.X.25:7777, Name: IpConnection_2, Driver: PendingNetDriver IpNetDriver_2, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
[2020.03.12-02.57.11:748][784]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2020.03.12-02.57.11:764][784]LogAudioMixer: Display: No commands were queued while flushing the source manager.
[2020.03.12-02.57.11:781][784]LogNet: UNetConnection::PendingConnectionLost. [UNetConnection] RemoteAddr: 192.168.X.25:7777, Name: None, Driver: PendingNetDriver None, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID bPendingDestroy=0
[2020.03.12-02.57.14:316][784]LogWindows: Error: === Critical error: ===
[2020.03.12-02.57.14:316][784]LogWindows: Error:
[2020.03.12-02.57.14:316][784]LogWindows: Error: Fatal error!
[2020.03.12-02.57.14:316][784]LogWindows: Error:
[2020.03.12-02.57.14:316][784]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00000000
[2020.03.12-02.57.14:316][784]LogWindows: Error:
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x0000000000000000 UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff35c2d06a UE4Editor-OnlineSubsystemUtils.dll!UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff4d78932d UE4Editor-Engine.dll!UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff4fbec92c UE4Editor-CoreUObject.dll!UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff4fb887cd UE4Editor-CoreUObject.dll!UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff4fb893e0 UE4Editor-CoreUObject.dll!UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff4fb5a596 UE4Editor-CoreUObject.dll!UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff4fb597dc UE4Editor-CoreUObject.dll!UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff4845afd5 UE4Editor-UnrealEd.dll!UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff47f18215 UE4Editor-UnrealEd.dll!UnknownFunction ]
[2020.03.12-02.57.14:316][784]LogWindows: Error: [Callstack] 0x00007fff487f3826 UE4Editor-UnrealEd.dll!UnknownFunction ]
[2020.03.12-02.57.14:317][784]LogWindows: Error: [Callstack] 0x00007ff638027812 UE4Editor.exe!UnknownFunction ]
[2020.03.12-02.57.14:317][784]LogWindows: Error: [Callstack] 0x00007ff63803c05c UE4Editor.exe!UnknownFunction ]
[2020.03.12-02.57.14:317][784]LogWindows: Error: [Callstack] 0x00007ff63803c13a UE4Editor.exe!UnknownFunction ]
[2020.03.12-02.57.14:317][784]LogWindows: Error: [Callstack] 0x00007ff63804e959 UE4Editor.exe!UnknownFunction ]
[2020.03.12-02.57.14:317][784]LogWindows: Error: [Callstack] 0x00007ff638051a3a UE4Editor.exe!UnknownFunction ]
[2020.03.12-02.57.14:317][784]LogWindows: Error: [Callstack] 0x00007fff95df4034 .DLL!UnknownFunction ]
[2020.03.12-02.57.14:317][784]LogWindows: Error: [Callstack] 0x00007fff98133691 ntdll.dll!UnknownFunction ]
[2020.03.12-02.57.14:317][784]LogWindows: Error:
[2020.03.12-02.57.14:342][784]LogExit: Executing StaticShutdownAfterError
[2020.03.12-02.57.14:345][784]LogWindows: FPlatformMisc::RequestExit(1)
[2020.03.12-02.57.14:345][784]LogCore: Engine exit requested (reason: Win RequestExit)
[2020.03.12-02.57.14:357][784]Log file closed, 03/11/20 20:57:14

```](https://photos.app.goo.gl/J8pzcBo77fZfuWC67)

This post is kinda too long already, but I should add since I don't know where else to put it that I for some reason can't update my bio if I'm gonna quit lurking because it tells me I've entered an invalid birthday when there's no birthday field to edit on any of the settings pages. I remember there was a forum migration sometime back so I have to assume this is a remnant from that since my forum account is technically from 2015: https://photos.app.goo.gl/pgNtrD91XVhhkPhTA

Thereā€™s an error in 4.25 landmass plugin

You can find it under Window > Cinematics > Movie Render Queue

https://i.imgur.com/cpQsWTo.jpg

Preview 2 crashes on Launchā€¦

Just downloaded 4.25 p2 from github. Has anyone been able to get a clean compile? If so is Chaos there? ? There is no Chaos Destruction Demo for 4.25 p2.

Hello. Iā€™m trying to setup for Android build and followed the blog post https://www.unrealengine.com/en-US/tā€¦al-engine-4-25 but at point 3 I need to install Android NDK r21 but Android folder is missing from UE4 folder. Iā€™ve reinstalled the 4.25P2 version and I still canā€™t find it.
Edit: Also I canā€™t accept Android SDK License. The file is missing

What did you use for Chaos?

Anyone else get the error:

Assertion failed: !Material->IsDefaultMaterial() [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/Materials/Material.cpp] [Line: 335]

I get it both in Preview 1 and Preview 2.

Thanks!

Having same problem

I just did the compile with the 4.25P2 source. Here is the error.

Epic have you tried??? I did not use Chaos Destruction Demo for 4.23 or 4.24.

yea my project is c++ sadly. but thank you so much for making a bug report. I Did too but i donā€™t seem to see mine listed lol. ue4 hates meā€¦
took 20 mins to fill out the form and i donā€™t even see my issue listed lol

UE-86191

**ā€œScene Capture Component 2Dā€ Causes Big Performance Dip In VR

NOT FIXED :(**

nice!

but hope you fix the c++ crashing the engine while trying to compile c++ projects into a game :frowning:

Crash frequently when editing materials. Especially operations with parameters. Preview2

Iā€™m getting random crash when I right click and clear the output log panel.

same here
https://forums.unrealengine.com/development-discussion/android-development/1732097-updates-to-required-setup-for-android-ndk-21-in-unreal-engine-4-25?view=thread
still no answer
I download the script from Github
here: https://github.com/EpicGames/UnrealEngine/tree/4.25/Engine/Extras/Android
but another problem shows up


anyway, I decide in android studio update and download SDK, NDK, version 16 to 21, also separate download NDK r14b and r18b.
unreal engine 4.25 canā€™t even configure and accept the license.

I like the changes in the control rig, except you can no longer pass in or return variables?

I see the variable options to get and set but before you could choose them to be exposed as input or output and I donā€™t see those options. Without input or output it seems like the control rig has pretty limited valueā€¦ I thought the big value was to abstract away complicated animation calculations, which would need the input variables to drive it?

Real shame to see that UE-66800 target fix was pushed back yet again to 4.26, which has for a while already been the only thing preventing me from using the material layering system.

That will mark at least 7 engine versions since the initial implementation. (Noting of course that development was fully paused for a while)

Hope it can be addressed soon!

unreal 4.24 & 4.25 bug make the simple object with simple material black
please fix this bug

fbx file

Still GC and Unreal Insights will be broken :frowning: