Unreal Engine 4.25 released!

According to release notes "[FONT=“Tahoma”]The Chaos physics system is now in active use on shipping seasons of Fortnite. " Fortnite runs on Android/IOS. Does it mean Chaos can be used on mobile platforms now?

But there’s a reson why Epic devteam made that “lldb;3.1” sdk mandatory?
How it will affect working with UE4 Android projects?

Thanks for that.
In addition, I came from 4.24, I also had to de-install Codeworks, restart, manually remove Environment variables for NVPACK and NDK because they were still there - restart - all before I started to install AndroidStudio.

Is Chaos in 4.25? Does it have to be compiled. How?

Yes. It definitely runs the setup. Thanks!

When I added a new C++ ActorComponent it opened in VS with errors from Resharper C++. Compiling was fine, though.
The Resharper C++ errors, however, only went away when I rebuilt the solution file.

In fact I had to do this too, due to the other problems I was not sure it was mandatory, but it’s indeed recommended by Epic so… But yeah, the transition is not 100% smooth :smiley:

I did a fresh install after having the preview installed and I’m still getting the same C++ errors.
No matter what project type I create (new project) the moment I create any kind of C++ class VisualStudio throws multiple errors
see: Errors - Pastebin.com as an example.

Not looking forward to the UProperty changes, but here we go…

No immediate plans for an example in documentation. One thing that is not clear about these functions from the release notes is that they are added for calling Python in BP.

UK2Node_ExecutePythonScript and UPythonScriptLibrary::ExecutePythonScript

There are no plans to add it to existing BP functionality at this time, though.

Is hair/groom working properly for anyone? I see the simulation/fps issues were fixed which is nice but the strands themselves turned into huge cards instead of actual strands.

There seems to be a bug in the Ai Controller: “SelfActor” won’t be set in 4.25’s blackboards by default and is always invalid. Is this desired due to the brain component changes you’ve made?

Is there any documentation for the new Control Rig workflow? The current docs don’t seem to apply at all to the latest version.

[Edit] Also, I started a new Third Person Template C++ project to check out the new FProperty usage, but it looks like it still uses UProperty?

Ah alright, thank you, then it’s less interesting than I anticipated based on the release notes :slight_smile:

the in editor animation tool looks amazing

I installed v 4.25 yesterday - looks like the Substance plugin is not supported yet… any idea when that will be available? Assets using it from older versions of UE4 do not load correctly.

update - Looks like they are working on upgrading the plugin, there is a beta group. It’s a pretty serious gotcha, seems like people should hear about it. It may be awhile before the plugin is available.

The plugin is developed by Allegorithmic/Adobe, this question should be addressed at their forum/discord, no?

Something with Datasmith breaks visual studio’s “jump to first error” hotkey (F8):

It will jump to the line with 1.Welcome.md in the output log:



2>  Copying C:\git\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\*.* to C:\git\UnrealEngine\Engine\Binaries\Win64\DatasmithSDK\Documentation\
2>  C:\git\UnrealEngine\Engine\Source\Programs\Enterprise\Datasmith\DatasmithSDK\Documentation\1.Welcome.md


And it opens the 1.Welcome.md file. I’m not sure what’s wrong but somehow the line needs to be formatted differently to avoid visual studio seeing it as an error.

Thanks for confirming and saving me the trouble of reinstalling VS. I submitted a Bug report on this in preview and they responded to me asking for more information and suggesting i following the visual studio setup instructions but it didnt work.

EDIT:
If you include anything from the Engine, the errors goes away but intellisense doesnt work. At least you don’t see the errors.
I added this:
include “Engine/TriggerVolume.h”

I am running into issues when packaging projects (that worked on 4.24) on Linux with 4.25:


[2020.05.06-19.45.20:926][603]UATHelper: Packaging (Linux):   [4/5] Link (lld) Blocks
[2020.05.06-19.45.24:590][613]UATHelper: Packaging (Linux):   ld.lld: error: /media/UE/UnrealEngine-4.25.0-linux-all/Engine/Source/ThirdParty/OpenVR/OpenVRv1_5_17/lib/linux64/libopenvr_api.so: undefined reference to std::__throw_out_of_range_fmt(char const*, ...)
[2020.05.06-19.45.24:590][613]UATHelper: Packaging (Linux):   clang++: error: linker command failed with exit code 1 (use -v to see invocation)
[2020.05.06-19.45.24:590][613]PackagingResults: Error: /media/UE/UnrealEngine-4.25.0-linux-all/Engine/Source/ThirdParty/OpenVR/OpenVRv1_5_17/lib/linux64/libopenvr_api.so: undefined reference to std::__throw_out_of_range_fmt(char const*, ...)
[2020.05.06-19.45.24:590][613]PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)

Anyone have any thoughts?