Unreal Engine 4.25 released!

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

4.25.1 crashes now in Windows Editor every time you interact with a windows file open dialog for any reason.