Unreal Engine 4.25 released!

Restart your launcher and on the same 4.25.0 button you should see “Update” instead of “Launch”. 4.25.3 is not a different engine version, it’s still 4.25.x

Ah ha! the restart worked, it finally switched to a yellow update button.

I was getting this in 4.25.2 and I was also still getting it in 4.25.3 despite also having updated the MS plugin through Bridge. Bummer!

https://files.slack.com/files-pri/T51TXDNHW-F017L6T9CCE/image.png

What I found fixed this issue for me was to:

  1. restart my PC (to make sure nothing is running)
  2. go to C:\Program Files\Epic Games\UE_4.25\Engine\Plugins
  3. delete the MegascansPlugin folder altogether (which you said you’ve done but…) - note: I also in deleted the same folder in UE_4.24 folder just in case :wink:
  4. launch Bridge first and select Export on a local asset to get the location prompt
  5. make sure after it’s downloaded to install it by selecting 4.25 from engine version and clicking to select install location as the …Engine\Plugins folder

https://files.slack.com/files-pri/T51TXDNHW-F017MN52P55/image.png

I know you said you’ve done this but I hope repeating these steps helps.

Love & Respect,
Dan

any news about 4.26 preview ?

Since its release is expected for October, it will probably go on preview at September only.

I’m getting this when I try to package my project on 4.25.3 (built just fine in 4.25.1) Windows64:
LogLauncherProfile: Unable to use promoted target - receipt …/…/…/…/…/Dy425/Binaries/Win64/Dyna2020.target is not for a promoted target

Will try to provide any information/help required to help fix this.

Hey there guys! I am fresh installing unreal - I have installed this and using windows 7 (i still need to upgrade). But I can only see 4.18 in the drop down, it wont allow me install the new 4.25. Is there something wrong here guys?
Anyone else seen this?

Thank you

After posted my game on Android, I’ve made a new update with 4.25.1 ( 4.25.0 worked ). After the update all the users who installed the game on armv7 device support they get this error.

signal 11 (SIGSEGV), code 1 (SEGV_MAPERR)


pid: 0, tid: 0 >>> com.thelostroad <<<

backtrace:
#00 pc 00000000041a4be8 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (FAsyncPackage::PostLoadObjects()+624)
#00 pc 000000000419b86c /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (FAsyncPackage::TickAsyncPackage(bool, bool, float&, FFlushTree*)+500)
#00 pc 000000000419ab84 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (FAsyncLoadingThread::ProcessAsyncLoading(int&, bool, bool, float, FFlushTree*)+1820)
#00 pc 000000000419f544 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (FAsyncLoadingThread::TickAsyncThread(bool, bool, float, bool&, FFlushTree*)+628)
#00 pc 000000000419ec94 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (FAsyncLoadingThread::TickAsyncLoading(bool, bool, float, FFlushTree*)+436)
#00 pc 00000000041a69c4 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (FAsyncLoadingThread::FlushLoading(int)+484)
#00 pc 000000000430c164 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (LoadPackageInternal(UPackage*, char16_t const*, unsigned int, FLinkerLoad*, FArchive*, FUObjectSerializeContext*)+1324)
#00 pc 000000000430a91c /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (LoadPackage(UPackage*, char16_t const*, unsigned int, FArchive*, FUObjectSerializeContext*)+180)
#00 pc 00000000043095d8 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (ResolveName(UObject*&, FString&, bool, bool, unsigned int, FUObjectSerializeContext*)+1104)
#00 pc 000000000430ab98 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (StaticLoadObjectInternal(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FUObjectSerializeContext*)+248)
#00 pc 00000000042f87ac /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (StaticLoadObject(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FUObjectSerializeContext*)+160)
#00 pc 0000000005c7e4e8 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (UGameEngine::Init(IEngineLoop*)+296)
#00 pc 00000000038aaf34 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (FEngineLoop::Init()+1252)
#00 pc 00000000038aa738 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (AndroidMain(android_app*)+2732)
#00 pc 00000000038ae5f4 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000) (android_main+136)
#00 pc 00000000038c7af4 /data/app/com.thelostroad-_QivyUx2ER4HyyWL2WPkUw==/lib/arm/libUE4.so (offset 0x389e000)
#00 pc 0000000000071461 /system/lib/libc.so (__pthread_start(void*)+22)
#00 pc 000000000001dea5 /system/lib/libc.so (__start_thread+24)

Can someone help me please. It’s a month now I’m trying to solve this. The problem is that my app is live now with this crash and I can’t find any solutions to it. On 4.24 and 4.25.0 it worked but now I can’t solve it anymore.

can anybody confirm if windows 7 is supported again? i cant see any mention in the changelog (i might be blind) and i dont have windows 7 to confirm myself

I still get the issue but I really appreciate the reply and trying to help Dan. Love and respect back to you dude:)

UE4.25.2/3 patch fixed Win7 related issues.

Is 4.25.4 planned or 4.26p1 is next ?

There are a LOT of bugs in the Ray Tracing element of the past 2 builds that I have tested. Launch the engine with Ray Tracing enabled, results in a quick crash, even before I can do anything. Launch the engines without Ray Tracing, no crash.
My Rig is more than capable in running Ray Tracing, I have uninstalled and reinstalled, verified the engine builds etc several times. The first time I updated the two hotfixes, on loading the editor, it had to compile over 6,500 shaders in an empty project.

Windows it 100% upto date, along with GC drivers and every driver on the Rig, including the Bios.

Anyone have any ideas?

an otherwise happy project is now crashing on dragging in a sphere reflection capture… happened on 4.25 base and then .3 update [tried to see if this would help, but no]…

assertion failure and D3D12RHI…

anyone had similar and found a solution.

thanks

full crash report>

LoginId:ReflectionCrasher
EpicAccountId:DrCrashAlot

Assertion failed: NumPooled > 1 [File:D:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.h] [Line: 886]

UE4Editor_Core
UE4Editor_Core
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_RenderCore
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core

ntdll

*EDIT> SOLVED. reflection capture size somehow got to 4K and my machine was obviously having a meltdown. Reduced to 1K and now its fine.

Here is the crash log I get from any editor I use that has Ray tracing enabled:

LoginId:NoneOfYourBusiness
EpicAccountId:JustMe

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 266] Adapter->GetDXGIFactory2()->CreateSwapChain(pCommandQueue, &SwapChainDesc, SwapChain.GetInitReference()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/Windows/WindowsD3D12Viewport.cpp:200 with error E_INVALIDARG

UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_D3D12RHI
UE4Editor_SlateRHIRenderer
UE4Editor_SlateCore
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor

ntdll

EDIT UPDATE:
I was able to get passed this error by updating my graphic drivers to the very latest release (beta)

I try to package my marketplace plugin with 4.25.3 and I have this error:


Building plugin for target platforms: Win32, Win64
Running: C:\Program Files\Epic Games\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win32 Development -Project="C:\Users\Stan\Documents\Unreal Projects\MSSRDev\Pak\MSSRv1.1.3-4.25\MSSR\HostProject\HostProject.uproject" -plugin="C:\Users\Stan\Documents\Unreal Projects\MSSRDev\Pak\MSSRv1.1.3-4.25\MSSR\HostProject\Plugins\MSSR\MSSR.uplugin" -iwyu -noubtmakefiles -manifest="C:\Users\Stan\Documents\Unreal Projects\MSSRDev\Pak\MSSRv1.1.3-4.25\MSSR\HostProject\Saved\Manifest-UE4Game-Win32-Development.xml" -nohotreload -2017 -log="C:\Users\Stan\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\UBT-UE4Game-Win32-Development.txt"
ERROR: Visual Studio 2017 must be installed in order to build this target.

I have VS community 2019 v16.6.5 and the build worked with 4.25.0
Also, why there is -2017 in UnrealBuildTool arguments? Do you need VS 2017 now?

Getting constant crashes trying to add keyframes to animations. 4.25.2 Hope it gets fixed fast.

There is 4.25.3 available (but maybe it doesn’t fix your issue).

Yeah, noticed it too, updated, crashes still there.

Found! VS2017 is now REQUIRED to build a plugin with RunUAT BuildPlugin command. You can override it by adding -VS2019 after BuildPlugin. It was added in 4.25.3, this is the commit:

https://github.com/EpicGames/UnrealE…afdffdab7ce939