Unreal Engine 4.25 released!

Does chaos get used in other areas like vehicle physics?

Upgraded to VS 2019 Community , and it worked fine a new project, but upgraded my C++ project and got a UE4 Crash :frowning: . Sent report.

Hi,
Did you manage to fix your issue ?

I can’t dig further into this, my knowledge of the engine source code is very limited.
I can submit a bug report, but I don’t really know if it a bug or something wrong on my end. Project works fine on 4.23 tough.

Hi, as soon as the project is opened I get the following crash Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - ā€˜S_OK’)
Even a Blank Project crashes everytume. UE 4.25 is definitely not working for me.
Hd intel Graphics + Geforce 1070, 32 GB RAM

Edit: the problem occurs only when window is maximized, I have to work in a non-full screen window in order to make the UE4 working.

https://forums.unrealengine.com/filedata/fetch?id=1758707

It seems the Intel HD Graphics 630 is incompatible with full screen mode.

any idea when light transmission through translucent materials in ray tracing might be implemented?

Regarding Steam integration and testing in editor: We’re aware of an issue in 4.25.0 that prevents loading Steam OSS when testing in Standalone. We’re working on a fix, but in the meantime here’s a workaround:

Remove the -MultiprocessOSS argument from the CommandLine in PlayLevelNewProcess.cpp line 101:


CommandLine += FString::Printf(TEXT("GameUserSettingsINI=\"%s\" -MultiprocessSaveConfig "), *GameUserSettingsOverride); /*-MultiprocessOSS*/

No, I didn’t. It does look like a bug to me, so I would definitely submit it myself if I had the time. Even if it’s not a bug, they should tell you why it’s not with proper explanations. Last time I submitted a bug, it turned out that it wasn’t, but they wrote a very detailed technical explanation as to why the engine was behaving the way it was.

Just make sure you send them a very small project with just the bug in it, and nothing else. If it works in 4.23, but not in 4.25, it’s absolutely grounds for a bug report.

Let me know how it goes, I’m very interested in this issue.

I’ve installed the latest plugins, but I can’t seem to find out how to access the Dynamo nodes for exporting. Is there another installer I am missing somewhere?

anyone getting slow dwnl/install for 425… like 100mb per hour slow…

Where on gods green earth do I put the id etc in for the azure spatial anchors? Is this possible yet? It is in Unity ( dirty word ) Thanks :smiley:

Since update to 4.25, Getting flickering on any materials that are reflective. It occurs not only from any light source that’s present, but also if there’s a bright additive material within the vicinity of it. Below is a video of it.
https://www.youtube.com/watch?v=KI5n…ture=emb_title

Update:
Found out that it was setting:
[/Script/Engine.RendererSettings]
r.DefaultFeature.AntiAliasing=1

Which was in my upgraded project, removing this parameter fixed the flickering.

Anyone know how to enable the Hair Raytracing Radius Scale for the Groom Asset…

Have the same issue, reported a bug as i did not found one yet.

That was kinda disappointing. I was looking thru the plugins and have enabled the features in a 4.25 project. But cant find details or any tutorials on the net. Was hoping to learn the chaos (including chaos clothing) since i am going to plow thru on physic mechanics. Looks like that is going to be on hold till unreal have something concrete.

Honestly, from what I understand from Epic communication, Chaos is not something we as devs should consider production ready, and therefore should consider at all in our designs. I suppose right now the only good reason as an indy dev to try/use Chaos is preparing the future (with no clear calendar) or prototyping for fun.

I suppose it’s a bit different for licensees with access to UDN and enough devs to tackle Chaos’ use in its current state.

Well the entire constraint portion of the physics interface is currently unimplemented in 4.25, so yeah, its not a 1:1 replacement at all currently.

So with the announcement of Unreal Engine 5, does this mean that 4.25 will be the last Unreal Engine 4 version? Or might be expect a 4.26 later this year?

Adding this seemed to fix it for me, I saw a warning in the logs about a failed soft object reference to their soundmix class or something:



+DirectoriesToAlwaysCook=(Path="/SteamAudio")


Is there a better way the plugin to automatically do something like this? Can it hint to the packager somehow through the plugin itself?

UE5 won’t ship until the second half of 2021. So I think UE4 development will go on at least up to 4.28 or 4.30

Agreed. I would expect that Chaos will be production ready prior to UE5’s release. There are still a number of features in beta and experimental status. So I imagine we will get at least 2 more releases before UE4 is done. They will likely build up UE4 to its most complete version.

Although, as work shifts to UE5, it’s possible time between UE4 releases will slow and there will probably be a long drought at the end, similar to what you see when WoW releases a new expansion.

And that’s all conjecture. Epic has a way of surprising us in a good way!