Unreal Engine 4.25 released!

I think it is time that Epic Games changes its hot fixes policy for UE4 releases… It is not possible to work with the engine having to deal with so many bugs that don’t get fixed until the next version is released and then when that happens the new version adds more new bugs along with too many that continue to exist.
LTS Long Term Support releases don’t exist for UE4 and that’s fine BUT at least keep fixing each release instead of forcing developers to upgrade to the next major one (not all projects can be easily upgraded to a new release… too many things can break due too many code changes breaking with no backward compatibility and a large project could be impossible to upgrade) To avoid all of this the engine source code should become way more modular but that might not happen until UE5 … so … At least each major release should get 90% of reported bugs fixed … so even having .10 .15 minor hot fix releases if needed.

+1
Same config and same problem.

This 100%. For me this is one of the worst releases in a long time. I’m not sure if it’s just a coincidence with how I’m working, but a lot of very, very basic core things that I am trying to do are broken, unusable and crashing in the engine right now.

And this would be fine if there was some form of LTS. The problem is that there were some very core things broken in 4.24… and 4.23… and 4.22, and so on… so you literally have to update to get those fixes (unless you start compiling the engine yourself and pulling fixes from git, at which point you’re spending more time maintaining an engine that’s whole point is to prevent that and let you get on with making a game). Not only that, but it’s now very common for fixes to regress and become broken again between builds.

Some kind of LTS plan would at least allow people to stay on a specific build that they know works and will get fixes for a decent period of time. Right now it’s whack-a-mole, 2 steps forward, 10 steps back each update.

I would not go so far to claim 10 steps back, but the heart of any application, file operations, those are considered the Achilles heel of Unreal. Perhaps 15% of my time involves waiting for file operations to finish, resolving crashes, redoing lost work, redoing things because something broke. This, on top of updates which come up from time to time. Hence, while overall the frequency of interruptions has gone down, long lingering fundamentals are not getting the attention they need.

  • Deleting a single item which is only still referenced in memory (after manually cleaning old references) took about 10 minutes on a high end system, a status bar just sits there with the progress bar freezing at 0%.
  • Getting fatal errors (see below), due to animation compression settings, even if the animation has the default engine compression setting file assigned. This error may have been present before updating to 4.25, only started to show up in the logs after disabling the Event Driven Loading option, when using Async Level Streaming Loading.

[2020.05.08-18.42.20:168]  0]LogWindows: Error: === Critical error: ===
[2020.05.08-18.42.20:168]  0]LogWindows: Error: 
[2020.05.08-18.42.20:168]  0]LogWindows: Error: Assertion failed: !Obj->HasAnyFlags(RF_NeedLoad) [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Engine/Private/Animation/AnimCompressionTypes.cpp] [Line: 403] 
[2020.05.08-18.42.20:168]  0]LogWindows: Error: **Failed to load AnimBoneCompressionSettings** /Engine/Animation/DefaultAnimBoneCompressionSettings.DefaultAnimBoneCompressionSettings in AnimSequence /Game/Run/Characters/Mounts/Horse/Animations/Rider_Mannequin_V2/Rider_Dismount_Front_Left_v2.Rider_Dismount_Front_Left_v2

[2020.05.08-17.42.44:323]  0]LogWindows: Error: === Critical error: ===
[2020.05.08-17.42.44:323]  0]LogWindows: Error: 
[2020.05.08-17.42.44:324]  0]LogWindows: Error: Fatal error: [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 3899] 
[2020.05.08-17.42.44:324]  0]LogWindows: Error: AnimSequence /Game/Run/Characters/Mounts/Horse/Animations/Rider_Mannequin_V2/Rider_Mount_Front_Left_v2.Rider_Mount_Front_Left_v2: Serial size mismatch: Got 26139, Expected 26163


Hello

I had similar problem with simple Android project - on packaging I got errors about that billing system.
But after enabling OnlineSubsystemGooglePlay plugin project packaged successfully.
Thank you for finding solution!

Glad to know it helped! It should be fixed in 4.25.1, as a fix is already on the 4.25 branch on Github: https://github.com/EpicGames/UnrealE…83984f27b92a94

Regarding another bug, it seems that one of my 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.

So, if some people have the same problem, I would recommend adding a log after AsyncLoading.cpp:6336 to get the loaded object full name. Strangely enough, it won’t SIGSEV by doing that so you can identify what object in your scene is causing the crash. Requires to build from source though.
PS: I should precise that I’m using the last commit on 4.25 branch (so source build).
Update: well, actually replacing the faulty actor in the scene still fails the same way. Strangely it worked onced, but then if I don’t remove it from the map, the map will fail to load but this time in “ProcessAsyncLoading()//=> //IsValidLowLevelFast()” with a SIGILL.

Hi,

4.25 introduces a whole bunch of strange problems to me and unfortunately I have to downgrade my project to 4.24 again.

Some very basic things have become problematic since I upgraded my project from 4.24 to 4.25:

  • Very simple blueprints (Objects, Actors…) often take a long time to load
  • Navigating in bleuprint graphs is slow (panning, zooming, etc.)
  • The editor crashes much more often than before
  • There seem to be some AI/Blackboard problems. One of them is that “SelfActor” won’t be set automatic anymore (Unreal Engine Issues and Bug Tracker (UE-92860))
  • Niagara crashes very often
  • I can’t get some of the basic functionalities in niagara to work properly. For example activating / deactivating emitters via bp (but the “Set Emiter Enable” node exists and should to it)
  • Looping Mesh emitters in niagara don’t work as expected for me. There are often visible transitions between loops as the mesh becomes invisible for a frame when the loop restarts (lifetime and emitter loop duration have the same value)

Overall 4.25 feels much slower and more unstable than 4.24, which was (at least for me) a very reliable release :frowning:

Are there plans for a quick hotfix?

Best regards,
Daniel

Hello,
Thank you for the update!

A couple of questions:

  • Is there a chance to have the “official” FASTbuild distributed compilation support? There are a couple of hints in the tool code indicating that there were at least some experiments with that.

  • Google recently introduced a dynamic asset delivery feature along its existing App Bundle support. This is basically a modern alternative to OBB expansion files. Is it already supported in 4.25 or is there a plan to support it soon? I believe the Google developers mentioned Unreal Engine as one of the enabled solutions in their video.

Hey folks, just a heads up: Steam Audio is broken in 4.25. Following the instructions in the docs, it doesn’t work at all in packaged - sounds that are set up to use Steam Audio aren’t spatialised at all, just full volume, no reverb, etc. Works fine in editor/PIE.

I have the same issue and also send a report to Epic. I found a workaround for this. You must do click to File -> Refresh Visual Studio Project and Intellisense will work again. The reason is because when Unreal Engine editor add a new C++ class, the file entry doesn’t has the include header with some #define values, like UBT_COMPILED_PLATFORM. When you do “Refresh Visual Studio Project”, the project file is fixed with correct paths. This is a “fast” solution while Epic releases a fix for this.

Sorry for my english.

With 4.25, when the editor viewport is non-realtime mode I get extreme lag when looking around or moving the camera. It used to be just as smooth whether realtime was checked or not. I don’t know if this is something I can file a bug about, just an observation. It is borderline unusable for me in non-realtime mode now.

So far I have two issues with 4.25:
First, the following error appears when I launch a 4.25 project. Though the project still launches fine. As far as I can tell. Have tried to verify several times. Have not yet tried reinstalling.
“UE4Editor.exe - Entry Point Not Found
The procedure entry point DXGIGetDebugInterface1 could not be located in the dynamic link library dxgi.dll”

The second issue is that I’ve had quite a few crashes. Sometimes freezes, doesn’t crash. Still trying to repro but I get a feeling that it has to do with creating a new object asset, then making a variable of that asset reference, and then changing from a single variable to another type like array or set.

Also got the issue NR 1

I raised this in the preview thread but it didn’t get addressed.

I noticed in 4.25 a new error started happening.

error : Hidden enum entries cannot be used as default values

This change was made to HeaderParser at line 9667
https://github.com/EpicGames/UnrealE…rser.cpp#L9667

And game trace channels are marked as hidden.

What are we supposed to do in 4.25 and on for default params for game trace channels?



     ECC_GameTraceChannel1 UMETA(Hidden),     ECC_GameTraceChannel2 UMETA(Hidden),     ECC_GameTraceChannel3 UMETA(Hidden),     ECC_GameTraceChannel4 UMETA(Hidden),     ECC_GameTraceChannel5 UMETA(Hidden), 

Right now in 4.24, it actually works fine. My custom collision channels configured within the engine appear as enum values. And when I try to call a C++ function with this default param from Blueprint, the default param is correctly set to the custom collision profile.



     UFUNCTION(BlueprintCallable, BlueprintNativeEvent, Category = "Damage", meta = (WorldContext = "WorldContextObject"))     bool ApplyRadialDamage(const UObject* WorldContextObject,         float DamageMultiplier,         float RadiusMultiplier,         const FVector& Origin,         AActor* DamageCauser,         AController* InstigatedByController,         ECollisionChannel DamagePreventionChannel = /*FCollisionConstants::Instance.DamageIgnoreNonSolidTraceChannel*/ ECC_GameTraceChannel2) const; 

Hi,

So 4.25 is released and with production ready raytracing…however I still struggle to get glass to look and behave like glass. Specifically a car headlight diffuser…

I create a raytrace project, add a PPV (and turn on raytrace refl, transparency etc in details) add an automotive materials glass shader to my mesh and it as per 4.24/Preview 4.25 the result looks nothing like glass blocking light to objects behind it. Only raster translucency let’s light through but does not offer the realism I’m after.

Am I missing something here?:wink: Could someone please share the steps in order to get glass looking glass with raytracing?

Thanks

I created a blank Third Person, C++ project with UE 4.25, and before project creation completes… when compiling I get :

Using Visual Studio 2017 14.13.26131 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.13.26128) and Windows 10.0.16299.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 11 actions with 8 processes…
@progress ‘Compiling C++ source code…’ 0%
@progress ‘Compiling C++ source code…’ 9%
[1/11] Default.rc2
@progress ‘Compiling C++ source code…’ 18%
[2/11] SharedPCH.Engine.ShadowErrors.cpp
E:\UE_4.25\Engine\Source\Runtime\Core\Public\Delegates/DelegateInstancesImpl.h(397): error C2338: You cannot use raw method delegates with UObjects.
E:\UE_4.25\Engine\Source\Runtime\Core\Public\Delegates/DelegateInstancesImpl.h(521): note: see reference to class template instantiation ‘TBaseRawMethodDelegateInstance<bConst,UserClass,WrappedRetValType(ParamTypes…),VarTypes…>’ being compiled

Could anybody try creating new C++ project ? Something wrong with my Visual Studio 2017 communtiy edition ?

This bug seems to be back:

Tested on both Android and IOS. Works perfectly in debug build, but not in shipping build.

I presume is Chaos still not included in the launcher version of this? Will it be soon? Per the instructions on the UE4 developer’s wiki, it has all plugins required after the old post says the older version of UE4 needs to be compiled, so I would assume so. I did enable the Fields System plugin which it also said was needed but did not see the chaos editor anywhere, including under modes. Will Chaos be included and further documented in a future release?

You still need to build from source in this version to use Chaos.
In the last stream about 4.25, one of the devs said that as Chaos changes everything related to physics under the hood, they won’t enable it in the launcher version before it’s mature enough. He seemed to say that it would not happen soon.