Without RT.
Hey everyone, I am curious abut the section for Advanced Users. How do you actually extend the Painter to paint extra vertex attributes? It would be awesome to paint custom attributes in engine and access them in Materials.
I want to build for Android and followed this steps Updates to required setup for Android NDK 21 in Unreal Engine 4.25 - Unreal Engine but when I run SetupAndroid.bat I have a warning
āFailed to find package llbd;3.1ā
Does the Azure Spatial Anchors implementation work with any WMR headset or is it solely supported for Hololens?
Looks like 4.25 has broken the ability to package Text3D components - Can someone double check? I had it turned on and got a ā ā ā ā storm of fail on packaging, then turned it off and I got warnings that it was missing but all the errors went away.
Virtual texture lightmaps seem to have been broken by 4.25, I havenāt found a permutation of settings that fixes it yet. Anyone else had this issue? I saw someone mention it for preview 5 here and never saw any followup:
Spline Meshes donāt have collision in Packaged game when itās spawned or altered at runtime.
I already reported this for 4.24 - it was working properly in 4.23, so it was 4.24 that introduced this bug. The issue is still here, in 4.25. More info:
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1576558-set-start-and-end-wont-update-a-spline-collision-on-a-packaged-game-when-called-from-a-c-class
Please fix this.
Steam doesnāt load in 4.25 how was this missed.
Love the new Mode tabs in 5.25. Few comments though to make a good thing better:
- Lots of space on my 4K monitor so in order to use the wasted space to the right of main menu bar, I enabled the tabs (press on the little yellow triangle) and dragged-and-dropped the main bar and the mode side by side. Much efficient use of space.
- Even better; I could put the the two tabs together side by side⦠I hope this becomes the default UI, specially the tabbed mode; works even with smaller monitors.
- I donāt know if itās just me but the mode tabs last icon keeps flickering between the icon and the >> arrows (usually these show up when there isnāt enough space but there is ample space (Nvidia RTX 2070, Windows 10).
- I wish the default āSelectā mode get its horizontal menu bar like the rest of them instead of this 90ās looking vertical bar; it could use the same icons currently used but live in its own tab⦠Currently Itās a waste of space when itās not being used.
- Edit: in fact if each of the modes sits at the top, each with itās own tab then the modes button in the main toolbar would be redundant.
Finally, appreciate any comment from UE4 team, thanks!
I canāt upgrade from 4.23
I trigger a break point here
Looks like all my BP classes that read values from Structs are having this issue. What can I do ?
āUse Emissive for Static Lightingā seems to be screwed up, injecting ~10X more brightness than before in some cases. Will try and get a repro project.
(edit: fixed here: https://github.com/EpicGames/UnrealEngine/pull/7025 )
Oh, I thought I was using ContainerPtrToValuePtr somehow wrong, because whatever I tried, it kept crashing.
Looks like itās not just me. Do you think you can submit a bug report?
Fix AAB to Google App store format!!!
@zacbored Open SetupAndroid.bat in a text editor, remove **ālldb;3.1ā **from the line 83 (if I remember correctly the line number).
Hi! I am also facing the missing header problem. Is there a solution to this?
Warning The referenced component 'MobileDeviceInterface' could not be found. AutomationTool
Error C1083 Cannot open include file: 'TraceServices/SessionService.h': No such file or directory UnrealInsightsCLI X:\PathToEngine\Engine\Source\Programs\UnrealInsightsCLI\Private\UnrealInsightsCLI.cpp 9
Error MSB3073 The command "..\..\Build\BatchFiles\Build.bat UnrealInsightsCLI Win64 Development -WaitMutex -FromMsBuild" exited with code 6. UnrealInsightsCLI C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 44
Quoting myself, but if someone has this bug too (or a UE4 dev knows the answer), maybe this commit on 4.25 branch will fix it?
" Fixed crash caused by the dummy reflection capture uniform buffer being destroyed immediately after it was created."
https://github.com/EpicGames/UnrealEā¦4ffb93e2f8884a
Currently doing a full engine build in order to try and see (so with my computer it will take a few hours)⦠Will update this post after the test.
Update: now it fails on āIsValidLowLevelFast()ā in LoadMap(). I did not manage to breakpoint using AndroidStudio so I will need to continue to dig in.
Update2: it seems that one of my AI Pawn blueprints placed in map got somehow corrupted with the update. It would fail in **FAsyncPackage::PostLoadObjects() **with if (!Object->IsReadyForAsyncPostLoad()) in the while loop pointing to an invalid memory address (even if IsValid() returns true for the pointer). Removing the instanced blueprint from the map and putting it in the map again seemed to solve the issue.
Same Error here and only on 4.25. Since iām also on Windows 7, i suspect itās related to that somehow. Despite that it seems to work, though it would be nice to have this fixed.
Material layers seems not working properly in 4.25. It also constantly crashes when trying to switch material layer in the material instance.
ive the same problem ⦠and in Blueprint Editor -> Add Component the Text3D Component is missingā¦