While in RayTrace mode, I disabled Preview Shadows Indicator in SHOW > VISUALIZE, and I was still getting Build Lighting Message, but I didn’t care about it because I was Raytracing.
But then I went to render a movie clip, with Raytracing + Preview Shadows disabled, and in a reflection I see “Preview”…WTF???
It doesn’t even show it in the viewer or High Res Screenshot, it only showed up upon render of the .AVI…weird.
So I had to build the lighting, wait, an then Raytrace the thing again to remove the “Preview” message.
Maybe developers can remove presence of message ion Raytraced Reflections per the disablement in SHOW > VISUALIZE.
Thank You!
Well 4.25.3 it’s a big joke. My first 8 months game it’s gone. So I’ve started a new game. After 3 weeks of work this game also is not working on armv7. A 4 days backup it’s working, the rest is crashing at start up. I’ve sent several bug reports, ask on forums, discord but still not fiding a solution.
This is the crash I get when launching on a Android device. On my first game I get a similar crash log.
Edit: Each time you create a blueprint actor and inside that blueprint you create an array variable and place that actor into the scene, the game will crash when building for Android armv7. Tested on my 2 developed games which are not working anymore and also tested on two fresh projects. I’ve sent a bug report. Hope someone will check it.
I have been experiencing this crash too. I think I have narrowed it down to the late update being done for the HMD and controllers, in our scenario at least.
The late update is setting the transform, causing them to be flagged as needing a reflection capture update but something about doing the level load means it is not being updated before ComputeRelevance is called.
It only affects things nested under the motion controller component or the camera that is tracking to the HMD. As a workaround I enabled DisableLowLatencyUpdate in the motion controllers (to stop the late update of the transform) and removed the anything we had nested under the camera (disabling it for the HMD would be more involved).
So far this seems to have worked. Obviously not an ideal long term solution.
After about two months I’ve found why it’s crashing when building for Android armv7. When using a blueprint in scene which is having a public variable, type array, it’s crashing. Tested on fresh projects and it’s always crashing.
Will we ever see any proper sorting algorithms implemented for Mesh Decals?? I feel like this feature is long over due and necessary. It’s impossible to achieve stable rendering with overlapping mesh decals and it’s just infuriating when trying to build large worlds. :mad:
you can always got to your project content folder and try removing by zipping it and keeping it safe;) the offending *.umap and or *uasset. I zipped my .uasset and the project has now loaded and is recompiling some 6K + shaders as I type…
I hope there will be support for Spline meshes with raytracing in 4.26 I got all excited now rtx stuff doesn’t crash on my end (I reinstalled windows on my laptop) and got started with splines and found they don’t cast shadows or affect raytracing in any way at all. Please fix it I need them in my project
A proper decal system would be nice tbh, not just deferred box project but actual mesh based projections
https://forums.unrealengine.com/core/image/gif;base64
maybe in ue5 we can finally have them.
Anyone ever see this on 4.25-
I leave PC on and a project open for several hours without use, and then when re-using the UI is jagged and jumpy, but not slow. Almost like UI-use is displayed at a lower FPS.
But then if I shut down Editor and open back up, back to smooth and silky UI.
Does that sound more like application fatigue by Win10 OS / PC, or is there some way of refreshing the UI in-editor?
You need to build it from source for now, using the Dev-Rendering branch at GitHub. It is not expected to be used at any sort of degree, besides studying incoming code and features with some of the planed hot-fixes aswel. My advice for people is to wait the preview, usually best suited for all audiences.