Unreal Engine 4.25 released!

UPDATE!

The 4.25.1 Hotfix is now live!

Fixed in 4.25.1

Fixed! UE-92649 Editor analytics event can report invalid session duration if user change their computer time
Fixed! UE-93637 Fix ISPC crash during anim decompression
Fixed! UE-93175 [CrashReport] UE4Editor-Engine!USkeletalMesh::PostRename(UObject ,FName) [SkeletalMesh.cpp:1757]
Fixed! UE-92819 [CrashReport] UE4Editor-ControlRig!`FControlRigParameterPreAnimatedTokenProducer::CacheExistingState(UObject &) [MovieSceneControlRigParameterTemplate.cpp:464]
Fixed! UE-93244 Editor crashes on load after setting Oculus Audio Spat and Reverb
Fixed! UE-93436 Impulse Responses use compressed Sound Wave data instead of the original PCM data
Fixed! UE-93437 TimeSynth beat/bar counting fix has not been ported to 4.25 as needed
Fixed! UE-93435 Impulse Responses are miscategorized in the Content Browser context menu
Fixed! UE-87008 Crash changing levels in editor if media sound component in level with ‘UI Sound’ enabled.
Fixed! UE-92977 Source Won’t Build - UnrealInsightsCLI.cpp References Missing Header
Fixed! UE-92812 Ensures cooking blueprints using functions that have delegate pins
Fixed! UE-92787 Crash saving blueprint with a Get Float Attribute node and the attribute pin is set inline
Fixed! UE-93602 Crash opening RDP connection with active UE4 session
Fixed! UE-92940 [CrashReport] UnrealHeaderTool!FNativeClassHeaderGenerator::SaveHeaderIfChanged()
Fixed! UE-93779 Crash Opening Recovery Hub in Engine Source builds
Fixed! UE-92914 [CrashReport] UE4Editor-UnrealEd!UCookOnTheFlyServer::PostLoadPackageFixup(UPackage
) [CookOnTheFlyServer.cpp:3594]
Fixed! UE-93423 CLONE 4.25 - Invalid umap file breaks cooking process
Fixed! UE-93289 CrashReportClient doesn’t report the Editor exit code when the Editor process group is killed
Fixed! UE-92582 Crash in non-FThread are not handled and cause abnormal termination
Fixed! UE-92835 CLONE - Assertion failed: !IsGarbageCollecting()
Fixed! UE-92810 Crash spawning actor with instance editable gameplay tag property that was changed inline
Fixed! UE-92595 UToolMenu Invalid Class Pointer/CDO during Garbage Collection
Fixed! UE-93640 Support include path filter in VS project generation in 4.25
Fixed! UE-92670 ‘See Power of Two Settings in Texture Editor’ text overlays all Lens flares on iOS
Fixed! UE-93518 GitHub 6963 : PIE window net mode bug fix
Fixed! UE-92923 [CrashReport] UE4Editor-AIModule!UAISystem::UnregisterBlackboardComponent(UBlackboardData &,UBlackboardComponent &) [AISystem.cpp:220]
Fixed! UE-92931 [CrashReport] UE4Editor-UnrealEd!EditorUtilities::CopyActorProperties(AActor ,AActor ,EditorUtilities::FCopyOptions const &) [Editor.cpp:1367]
Fixed! UE-93111 Calling Array_Identical in a blueprint results in a compile failure with nativization
Fixed! UE-93497 Editor will crash during shutdown while a global Find-in-Blueprint tab is open and indexing is active.
Fixed! UE-92773 Child Actor missing if class overriden on instance
Fixed! UE-93237 Child Actor Components jitter around in blueprint viewport when dragged
Fixed! UE-93426 Instance components duplicated via the in world component editor are destroyed on level reload
Fixed! UE-90528 Ensure Amplitude >= 0.0f && Amplitude <= 1.0f when using voice chat with Steam
Fixed! UE-92824 [CrashReport] UE4Editor-GeometryCollectionEngine!?TickComponent@UGeometryCollectionComponent@@UEAAXMW4ELevelTick@@PEAUFActorComponentTickFunction@@@Z [GeometryCollectionComponent.cpp:1003]
Fixed! UE-91571 [CrashReport] UE4Editor-Engine!struct FSparseArrayAllocationInfo TSparseArray<TSetElement [SparseArray.h:115]
Fixed! UE-93158 Cloth Simulation does not Properly simulate in 4.25 when used on Slave Components
Fixed! UE-92624 Duplicate object assert on ClothConfigNv object creation.
Fixed! UE-93441 Fracture tool refuses to place noise points as close as it should, for ‘large’ faces
Fixed! UE-92296 Anchored widget components are displayed incorrectly
Fixed! UE-92879 Remove dependency on billing if Online Subsystem Google plugin disabled
Fixed! UE-92793 Fix missing semicolon in GooglePAD_APL.xml
Fixed! UE-92832 SetupAndroid.bat “Failed to find package lldb;3.1”
Fixed! UE-92806 Infiltrator Demo fails to package on Linux - NiagaraGPURayTracingTransforms.usf, error: cannot assign value of type ‘vec4’ to type ‘’: no implicit conversion allowed
Fixed! UE-92741 Android launch images change size while onscreen
Fixed! UE-92676 Provide replacement ld.lld for Win and OSX for Android NDK
Fixed! UE-93288 Anim sequence in DLC leads to crash in IOS.
Fixed! UE-92620 iOS custom storyboard tooltip is incorrect
Fixed! UE-92606 IOS crash disabling idle timer when closing the app
Fixed! UE-92424 Canvas Render Target 2D doesn’t get alpha mask when rendering with ES3.1
Fixed! UE-92333 Custom launchscreen storyboards are not copied for blueprint projects packaged from PC
Fixed! UE-92224 iOS dither looks dark and encounters artifacting
Fixed! UE-92216 Artifacting on object edges when camera moves for iOS
Fixed! UE-91688 God Rays broken on Mali S20
Fixed! UE-93138 SSH key generation fails when Windows user home directory contains a space
Fixed! UE-92912 [CrashReport] libUE4Editor-Engine.so!ProcessCompiledJob(FShaderCompileJob
, FShaderPipelineType const
, TArray<EShaderPlatform, TSizedDefaultAllocator<32> >&, TArray<FShaderPipelineType const*, TSizedDefaultAllocator<32> >&) [ShaderCompiler.cpp:4953]
Fixed! UE-93309 Motion blur is not working in split screen multiplayer
Fixed! UE-93140 Any mipmap for a Texture2DArray larger than 6464 is black in editor
Fixed! UE-92616 Materials using Texture 2D Arrays fail to compile
Fixed! UE-92501 [CrashReport] UE4Editor-RenderCore!EmitNullShaderParameterFatalError(TShaderRefBase<FShader,FShaderMapPointerTable> const &,FShaderParametersMetadata const ,unsigned short) [ShaderParameterStruct.cpp:430]
Fixed! UE-91853 Crash Occurs When Converting a Regular Texture To a Virtual Texture Multiple Times
Fixed! UE-93389 MIC has loose texture streaming data once cooked
Fixed! UE-92303 Transparent/Translucent materials rendering on top of objects with Forward Shading and SeparateTranslucencyScreenPercentage 50
Fixed! UE-91569 [CrashReport] UE4Editor-Renderer!static void AddHairStrandUpdateMeshTrianglesPass(class FRDGBuilder & const, class FGlobalShaderMap [HairStrandsMeshProjection.cpp:550]
Fixed! UE-92863 Engine.Owner.Velocity does not clear itself between frames to 0
Fixed! UE-93045 Niagara can lead to large precompile times when pulling from the DDC
Fixed! UE-93059 Crash when attempting to sample a Skeletal Mesh component with an unset mesh
Fixed! UE-93049 Depth buffer collision kills all particles after 1 second
Fixed! UE-92904 Push users to go to Houdini for the Houdini plugin
Fixed! UE-92789 Crash with UNiagaraComponent::GetNumMaterials on cooked out emitters
Fixed! UE-92782 Several Niagara tests report heap issues during EngineTest
Fixed! UE-92775 Possessed System and System Component parameters aren’t modified during PIE/Simulate
Fixed! UE-92683 Adding/Removing a parameter from a system breaks setting possessed actor’s user parameters in Sequencer
Fixed! UE-93367 Possible driver crash around Niagara GPU instance count
Fixed! UE-93093 Emitters never stop playing when triggered by AnimNotify
Fixed! UE-93157 Crash setting the Preview Mesh on Skeletal Mesh Location when the System is parented to a Skeletal Mesh Component with an unset Skeletal Mesh
Fixed! UE-92598 Niagara crashed the editor while a shader was compiling
Fixed! UE-92594 the convert node incorrectly names new pins when they’re created via reference
Fixed! UE-92366 Skeletal Mesh Bone Sampling Requires CPU Access to be Enabled
Fixed! UE-92289 Skeletal Mesh cpu access warnings are not displayed in the stack consistently
Fixed! UE-92375 Crash when adding a Virtual Bone to a Skeletal Mesh in use by a Niagara System - Assertion failed: (Index >= 0) & (Index < ArrayNum)
Fixed! UE-92376 Crash when adding/removing a Virtual Bone to/from a Skeletal Mesh in use by a GPU Emitter while sampling filtered bones
Fixed! UE-92336 Crash when compiling a script with an orphan pin
Fixed! UE-92254 d3d crash when using other applications and window focus with Niagara
Fixed! UE-93613 Crash compiling a Blueprint that has an unset Skeletal Mesh component with a child Niagara Component that samples a Skeletal Mesh with more than 1 LOD
Fixed! UE-87537 Particle Systems Don’t Play In Reopened Levels With ES 3.1 Enabled
Fixed! UE-92864 Crash when opening project with ray tracing enabled
Fixed! UE-92830 [CrashReport] UE4Editor-D3D12RHI!FD3D12Adapter::AllocateBuffer(FD3D12Device ,D3D12_RESOURCE_DESC const &,unsigned int,unsigned int,FRHIResourceCreateInfo &,unsigned int,FD3D12TransientResource &,FD3D12ResourceLocation &) [D3D12Buffer.cpp:93]
Fixed! UE-92780 Ray tracing shader compilation may get enabled incorrectly
Fixed! UE-93471 Raytracing with Geometry Cache has broken reflection
Fixed! UE-93176 [CrashReport] libUE4Editor-Engine.so!ProcessCompiledJob(FShaderCompileJob
, FShaderPipelineType const
, TArray<EShaderPlatform, TSizedDefaultAllocator<32> >&, TArray<FShaderPipelineType const
, TSizedDefaultAllocator<32> >&) [ShaderCompiler.cpp:4953]
Fixed! UE-91271 [CrashReport] UE4Editor-Engine!FInstancedStaticMeshSceneProxy::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext &,TArray<FRayTracingInstance,TSizedDefaultAllocator<32> > &) [InstancedStaticMesh.cpp:1200]
Fixed! UE-85311 Crash when enabling Level of Detail Coloration viewmodes in the Dataprep editor while using DX12
Fixed! UE-89977 ShaderModels are rendering much darker on Windows Vulkan during EngineTest
Fixed! UE-90111 DX12Crash while sitting idle in editor
Fixed! UE-86619 [CrashReport] UE4Editor-MetalRHI!FMetalDeviceContext::ReleaseTexture(FMetalTexture&) [MetalContext.cpp:715]
Fixed! UE-92707 Crash in QAGame on exit with DX12
Fixed! UE-93088 DX12 RHI Subrect copy
Fixed! UE-91579 [CrashReport] UE4Editor-D3D12RHI!FD3D12CommandListManager::WaitForCommandQueueFlush() [D3D12DirectCommandListManager.cpp:832]
Fixed! UE-89235 Overwriting a Merged actor with Merge Materials and Opacity Mask crashes the editor
Fixed! UE-92945 Fatal Error duplicating AnimatedBalloonReleaseHatch
Fixed! UE-93264 CLONE - Experimental Mesh Paint gizmo is not aligned to mesh surface
Fixed! UE-93241 Physical Material Masks not working
Fixed! UE-92583 Editor Toolbar incorrectly displays it can be expanded on High DPI monitors
Fixed! UE-93473 [Crash Report] Mac UE4Editor-Slate!FMenuStack::PostPush
Fixed! UE-92946 [CrashReport] UE4Editor-UnrealEd!FLevelEditorViewportClient::AttemptApplyObjAsMaterialToSurface(UObject *,HModel *,FViewportCursorLocation &) [LevelEditorViewport.cpp:913]
Fixed! UE-90593 Dataprep - output to folder is not available in the asset preview after execution
Fixed! UE-91488 dataprep - insertion points markers of filters and operations are not always visible
Fixed! UE-92941 [CrashReport] UE4Editor-D3D11RHI!?RHICreateUniformBuffer@FD3D11DynamicRHI@@UEAA?AV?$TRefCountPtr@VFRHIUniformBuffer@@@@PEBXAEBUFRHIUniformBufferLayout@@W4EUniformBufferUsage@@W4EUniformBufferValidation@@@Z
Fixed! UE-92778 C4D Importer build issue with some WinSDK version
Fixed! UE-93129 Datasmith prevents to set a package path as mesh name
Fixed! UE-91697 Dataprep scene previously created is still tied to Dataprep instance asset after changing level name and creating a new scene
Fixed! UE-93609 Datasmith exporter installation version is not accurate in 4.25.1.
Fixed! UE-92232 VRED import fails on a matrix size check
Fixed! UE-92158 VRED exporter fails if a material as submaterial but none selected
Fixed! UE-92362 Add a second version of the VRED python exporter to support VRED >= 2021
Fixed! UE-93325 HISM nor rendering correctly in main pass when marked for VT AND Main Pass
Fixed! UE-92448 Mesh lod streaming doesn’t work on cooked version
Fixed! UE-93118 Crash in DefeatureMesh
Fixed! UE-92512 Assert after importing .MDL files and closing project
Fixed! UE-87039 [CrashReport] UE4Editor-Foliage!AInstancedFoliageActor::MapRebuild() [InstancedFoliage.cpp:3305]
Fixed! UE-88574 Assertion when attempting to create a landscape with Edit Layers enabled on linux
Fixed! UE-93162 [CrashReport] UE4Editor-Landscape!ULandscapeMaterialInstanceConstant::UpdateCachedTextureStreaming() [LandscapeRender.cpp:4329]
Fixed! UE-93460 [CrashReport] UE4Editor-CoreUObject!UObject::PostEditChange() [Obj.cpp:338]
Fixed! UE-93730 Landmass: Custom Brushes completely broken in 4.25 due to wrong RT format on DistanceField Render Target.
Fixed! UE-92961 Crash when using FText::FromStringTable
Fixed! UE-89363 Mesh Smooth tool does not smooth mesh correctly in implicit mode
Fixed! UE-92939 Duplicate mesh tool names the new mesh “Combined_Meshes”
Fixed! UE-92930 PolyCut Tool loses UVs in Cut-and-Fill Mode
Fixed! UE-92926 [Crash Report] UE4Editor-MaterialBaking!FMaterialBakingHelpersImpl::PerformUVBorderSmear(TArray<FColor,TSizedDefaultAllocator<32> > &,int &,int &,int,bool) [MaterialBakingHelpers.cpp:74]
Fixed! UE-93555 Crash when cooking a scene containing a runtime-generated static mesh
Fixed! UE-91000 Multiuser nodes are not found in VPN
Fixed! UE-93290 CrashReportClientEditor crashes about 2% of the times
Fixed! UE-93495 Python 3.8+ changes the C locale on init
Fixed! UE-92883 SetPlayRange no longer working
Fixed! UE-93038 Using Time Dilation with an audio track causes audio to echo
Fixed! UE-92947 [CrashReport] UE4Editor-MovieRenderPipelineEditor!UMoviePipelinePIEExecutor::OnPIEStartupFinished(bool) [MoviePipelinePIEExecutor.cpp:101]
Fixed! UE-92826 [CrashReport] UE4Editor-Engine!FRichCurve::GetKeyRef(FKeyHandle) [RichCurve.cpp:167]
Fixed! UE-92804 Copying and pasting animation sections into another animation track adds multiple sections on different rows
Fixed! UE-92808 Crash when creating a level sequence player after a level begins its tear-down
Fixed! UE-93284 Unable to Create Anim Sequence from Live Link Recording with Facial Data
Fixed! UE-93577 Attempting to bake transform on actors with parents recorded in Take Recorder causes the engine to hang seemingly indefinitely
Fixed! UE-93576 Actors recorded with attachments in Take Recorder are plotted at time code but have attach tracks and in at 00:00:00:00
Fixed! UE-93199 Set Playback End will cause a sequence’s upper bound to be inclusive.
Fixed! UE-92513 Crash when opening a sequence with an additive control rig track
Fixed! UE-92454 Sequencer Export to FBX file framerate is always 30fps, regardless of playback rate in Sequencer
Fixed! UE-92236 Recompile all segments
Fixed! UE-93488 [CrashReport] UE4Editor-MovieRenderPipelineCore!UMoviePipeline::TickProducingFrames() [MoviePipelineTiming.cpp:29]
Fixed! UE-93472 Crash rendering sequence when subscene is open in sequencer
Fixed! UE-93429 Can’t set a sequence to another sequence if it exists in another shot
Fixed! UE-93559 PIE with single process starts multiple server windows
Fixed! UE-93339 Slate-based Program targets assert on start up
Fixed! UE-92909 Creating Widget at run time with an exposed variable causes Engine crash with Assertion
Fixed! UE-92668 Take Recorder Playback with LiveLink data throws ensure - Ensure condition failed: !NewTransform.ContainsNaN()
Fixed! UE-93421 Fixed frame rate fails when starting TimecodeSynchronizer
Fixed! UE-70979 Selection outline rendering inconsistently in VRMode
Fixed! UE-93527 GitHub 6965 : Restoring remoting from game
Fixed! UE-93134 LOD view selection incorrect for split-screen
Fixed! UE-92511 Hololens - interop build process cleanup
Fixed! UE-91915 Hololens - passthrough camera not working

When trying to build for Android

UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:702: error: variable purchaseLaunchCallback is already defined in class GameActivity
UATHelper: Packaging (Android (ETC2)): GooglePlayStoreHelper.PurchaseLaunchCallback purchaseLaunchCallback = null;
UATHelper: Packaging (Android (ETC2)): ^
UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:704: error: method getPurchaseLaunchCallback() is already defined in class GameActivity
UATHelper: Packaging (Android (ETC2)): > Task :app:compileDebugJavaWithJavac FAILED
UATHelper: Packaging (Android (ETC2)): Gradle may disable incremental compilation as the following annotation processors are not incremental: lifecycle-compiler-2.0.0.jar (androidx.lifecycle:lifecycle-compiler:2.0.0).
UATHelper: Packaging (Android (ETC2)): Consider setting the experimental feature flag android.enableSeparateAnnotationProcessing=true in the gradle.properties file to run annotation processing in a separate task and make compilation incremental.
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): > Task :permission_library:bundleLibResDebug
UATHelper: Packaging (Android (ETC2)): > Task :firebasehelperres:bundleLibResDebug
UATHelper: Packaging (Android (ETC2)): > Task :downloader_library:bundleLibResDebug
UATHelper: Packaging (Android (ETC2)): public GooglePlayStoreHelper.PurchaseLaunchCallback getPurchaseLaunchCallback()
UATHelper: Packaging (Android (ETC2)): ^
UATHelper: Packaging (Android (ETC2)): Note: Some input files use or override a deprecated API.
UATHelper: Packaging (Android (ETC2)): Note: Recompile with -Xlint:deprecation for details.
UATHelper: Packaging (Android (ETC2)): 2 errors
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): FAILURE: Build failed with an exception.
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): * What went wrong:
UATHelper: Packaging (Android (ETC2)): Execution failed for task ‘:app:compileDebugJavaWithJavac’.
UATHelper: Packaging (Android (ETC2)): > Compilation failed; see the compiler error output for details.
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): * Try:
UATHelper: Packaging (Android (ETC2)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
UATHelper: Packaging (Android (ETC2)): 59 actionable tasks: 59 executed
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): * Get more help at https://help.gradle.org
UATHelper: Packaging (Android (ETC2)):
UATHelper: Packaging (Android (ETC2)): BUILD FAILED in 18s
PackagingResults: Error: variable purchaseLaunchCallback is already defined in class GameActivity
PackagingResults: Error: method getPurchaseLaunchCallback() is already defined in class GameActivity
UATHelper: Packaging (Android (ETC2)): ERROR: cmd.exe failed with args /c “C:\Users\Documents\Unreal Projects\Sinister\Intermediate\Android\gradle\rungradle.bat” :app:bundleDebug
PackagingResults: Error: cmd.exe failed with args /c “C:\Users\Documents\Unreal Projects\Sinister\Intermediate\Android\gradle\rungradle.bat” :app:bundleDebug
UATHelper: Packaging (Android (ETC2)): Took 57.1813691s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Android (ETC2)): UnrealBuildTool failed. See log for more details. (C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\UBT-Sinister-Android-Shipping_2.txt)
UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults: Error: Unknown Error

No mention of fixing virtual textured lightmaps or emissive materials in lightmass. I also haven’t heard anything on bug reports I made for both of those, are fixes being worked on?

The lightmass emissive problem looks like this:
4.24:

https://media.discordapp.net/attachments/221799195806400512/708201803375837194/unknown.png?width=750

4.25:

https://media.discordapp.net/attachments/221799195806400512/708201848691097630/unknown.png?width=750

(edit: fixed here: https://github.com/EpicGames/UnrealEngine/pull/7025 )

Some issue with Android Packages

UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:647: error: variable purchaseLaunchCallback is already defined in class GameActivity
UATHelper: Packaging (Android (ETC2)): GooglePlayStoreHelper.PurchaseLaunchCallback purchaseLaunchCallback = null;
UATHelper: Packaging (Android (ETC2)): ^
UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:649: error: method getPurchaseLaunchCallback() is already defined in class GameActivity
UATHelper: Packaging (Android (ETC2)): public GooglePlayStoreHelper.PurchaseLaunchCallback getPurchaseLaunchCallback()
UATHelper: Packaging (Android (ETC2)): ^
UATHelper: Packaging (Android (ETC2)): Note: Some input files use or override a deprecated API.
UATHelper: Packaging (Android (ETC2)): Note: Recompile with -Xlint:deprecation for details.
UATHelper: Packaging (Android (ETC2)): 2 errors
PackagingResults: Error: variable purchaseLaunchCallback is already defined in class GameActivity
PackagingResults: Error: method getPurchaseLaunchCallback() is already defined in class GameActivity

*OK, Android has not issues, the developer of the plugin EasyAds will fix it. *

iOS iAPS do not work, will check it further and report

With the 4.25.1 update, I now also have a CrashReportClientEditor crash at startup, right before the DXGIGetDebuginterface1 error message xD

UE-93360 has been fixed by CL 12195642 in the dev-rendering branch a month ago, but for some reason it didn’t reach 4.25 or 4.25.1. Could someone at Epic bring it over?

Here is the commit with the fix: https://github.com/EpicGames/UnrealE…48f5a38dfb53ea

Unfortunately there are stil some Niagara bugs in 4.25.1 that I’ve submitted a few weeks ago (and didn’t get a response):

  1. It seems that the “Set Emitter Enable” node doesn’t work

  2. Moving tracks in the Niagara timeline doesn’t affect the system’s timing

Thanks and best regards,
Daniel

I think I’ve figured out what broke lightmass emission, in the diff between 4.24 and 4.25:



Engine/Source/Editor/UnrealEd/Private/Lightmass/LightmassRender.cpp


if (Resource)
{
FMaterialShaderMapId ResourceId;
- Resource->GetShaderMapId(GMaxRHIShaderPlatform, ResourceId);
-
- FStaticParameterSet StaticParamSet;
- Resource->GetStaticParameterSet(GMaxRHIShaderPlatform, StaticParamSet);
+ Resource->GetShaderMapId(GMaxRHIShaderPlatform, nullptr, ResourceId);

{
TArray<FShaderType*> ShaderTypes;
@@ -263,12 +260,12 @@ public:

// Override with a special usage so we won't re-use the shader map used by the material for rendering
ResourceId.Usage = GetShaderMapUsage();
- CacheShaders(ResourceId, StaticParamSet, GMaxRHIShaderPlatform);
+ CacheShaders(ResourceId, GMaxRHIShaderPlatform);
}


The neon sign used an emissive texture replace in a material instance, activated by a static switch. By removing the lines:



- Resource->GetStaticParameterSet(GMaxRHIShaderPlatform, StaticParamSet);




- CacheShaders(ResourceId, StaticParamSet, GMaxRHIShaderPlatform);


I think the default value for all static switches are happening every time rather than taking the path configured for the material instance. This may break a whole lot more stuff than static emission!

The new CacheShaders call does something with generating a StaticParamSet in a WITH_EDITORONLY_DATA block, but it doesn’t seem to be working for lightmass.

edit:
Tested more and can confirm it affects much more stuff than emissive. If you use master materials with static switches for instances you can end up getting all kinds of random textures replaced with the default of the switch, and end up with wrong colored bounce lighting and presumably other problems. I was able to reproduce it with diffuse. I think this might explain a ton of lightmass issues people have had with this release.

I originally submitted under Case # 00177116 and never heard back, but I can now make a much simpler repro project. It probably affects a whole lot more people, anyone seeing weird colors from lightmass and using static switches is probably seeing the result of this.

@muchcharles
To be honest, within any material an if statement always caused both pathways to compile. to the point that I have been using Custom nodes to avoid this the whole past year.

I have submitted at least 4 bug reports in the last week (prior to the patch). They all still exist in the latest patch, and no reply at all came in from epic.
I’m assuming they are Very backlogged.
To think of it, I never even received replies to the ones from 3 months ago that are still there and have no ticket…

Is there any official word on this / how backlogged the team is, and what time delays are to be expected due to COVID?

With 4.25.1, when I enable ray tracing, I now get periodic hitches on the rhi thread every second or so…almost like pulsing when moving camera. Occurs on blank map.

Anybody else have a similar experience?

[UPDATE]
Installed latest nvidia drivers. Rebooted. Problem gone. sooo strange…

The issue isn’t that the both compile, it is that lightmass gets the wrong value. I made a simplified reproduction with purely diffuse. The material instance ends up reflecting red light instead of green light in lightmass (ground is white in image), even though it sets the switch boolean to be green and in the scene it renders as green:

](filedata/fetch?id=1771454&d=1591326436)

(edit: fixed here: https://github.com/EpicGames/UnrealEngine/pull/7025 )

I cant download the newer version because the launcher keeps telling me that a game is already running, when its not! Has anybody else experienced this and is there a work round?

In VR mode i can’t actually pull the radial menus. In he manual it says to press the track button, but nothing happens. it seems to be rigged differently. Is this just me or is this a bug in UE?

I fixed the static switch issue:

https://github.com/EpicGames/UnrealEngine/pull/7025

You have to clear DDC and SwarmCache after applying for it to work, I don’t know where in the code to invalidate the DDC lookup and swarmcache automatically by bumping a version number or something… anyone know?

I get the following error as well in compiled builds on shipping with 4.25.1s hot-fix

So i made a quick Windows 7 virtual machine and boom getting the same error as them, also getting various reports of it affecting other Windows 7 users

Blueprint child animation overrides are bugged when selecting a different target skeleton override in 4.25.1

These steps don’t work:

  1. Create Animation Blueprint for one skeleton, create all logic etc. inside it
  2. Right-Click this base AnimBP in Content Browser and create child blueprint
  3. Open child blueprint AnimBP and go to Class Settings (the icon with the gear), change Target Skeleton there
  4. Go to “Asset Override Editor” tab. If it’s not open, click in the menu: Window -> Asset Override Editor
  5. replace all animations from old skeleton with animations from new skeleton
  6. If it’s not working as expected, try to compile/save/close/open the AnimBP

https://forums.unrealengine.com/deve…61#post1765161

As a continuation of my previous thread on Windows 7 support broken in 4.25.1 sample projects that come with UE4 also will not run in any Win 7 environment now. Shipping cooked build havent tried the editor itself.

Bug report has been filed but I’m anxious on a fix as a forced hotfix shouldnt be breaking things like this. Yes 4.25.0 worked perfectly on Win 7 I confirmed with serveral third parties they are having the issues as well

Did anyone find a fix for this? Right now we can’t build to iOS on our projects

The 4.25.1 hotfix broke transparencies in mobile. Is there a way to roll back to 4.25.0. You can see it in the ES3.1 previewer. Submitted a bug report. Please help.

RESTORE IN APP PURCHASES ( v1+v2 ) node is Broken for both iOS/Android

SEARCHING FOR ANYTHIN IN ALL BPS WINDOW WILL FREEZE EDITOR