Unreal Engine 4.25 released!

Been getting a lot of crashes in 4.25, which I think is related to Primary Data Asset. Been making child blueprints, inheritance and data asset properties inside data assets.
Tends to happen when adding new properties, changing property types or setting new values.
But also seemingly randomly when working with unrelated classes.
The logs does not provide any information.
Sometimes crash, sometimes permanent (20 minutes or more) freezes.
Still trying to repro it, but wonder if someone else is experiencing the same.

I tried primary data assets a few engine versions ago and some of them wouldn’t replicate over network. Couldn’t reliably reproduce the bug, it only happened when they got complicated, had structs within structs, etc. Decided it wasn’t a stable technology and stayed away since then. Looks like it’s still unstable.

Hey, I just noticed that my github name is spelled incorrectly in the contributors list. It should be jessicafalk, not jessicafolk :slight_smile:

Groom looks really well so far , but UE4.25 crashes when I insert a physics capsule while groom is parented.

Also seeing lightmaps broken if virtual texture lightmaps is enabled. Anyone have a link to the bug/issue so I can vote/chime in? A search in issues didn’t bring it up.

Hi there .
I cant Build Lighting anymore ,it says Navigation Build complete and thats it .the scene looks the same after Building ,
do i miss something in UE4. 4.25

I tried compiling UE4 4.25 on Visual Studio Community 2017 and I got these errors:



Error aborting build on error (2) UE4 C:\SourceCode\UE4\UE4_4.25.0-release\Engine\Intermediate\ProjectFiles\dbsbuild 1
Error D8049 cannot execute 'C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\c1xx.dll': command line is too long to fit in debug record UE4 C:\SourceCode\UE4\UE4_4.25.0-release\Engine\Intermediate\ProjectFiles\cl 1
Error MSB3073 The command "..\..\Build\BatchFiles\Build.bat -Target="UE4Editor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. UE4 C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets 44


Did anybody else got these errors too? Is there a way to fix the “command line is too long to fit in debug record” error?

Hi guys! Text3D doesn’t work on Android, can’t package apk.
(bug submission form doesn’t work, so I post here)
To reproduce bug: enable Text3D plugin, place Text3D actor anywhere, and try to package apk

Hi
I also get an error when i launch 4.25
Any help is very welcome

dxgi.dll.jpg

Did something went wrong with UnrealLightmass and/or static shadowing?

Before baking :

After baking :

EDIT : Fixed the issue after disabling virtual texturing

I can’t say what sort of problems with the editor doing this might cause, but one way to get around the compile error due to TraceServices/SessionService.h is to first comment out the line which includes it at the top of UnrealInsightsCLI.cpp, and then further down also comment out most of the function ‘Command_ReportFromConnection’ and just have it return 0.

After that, my full solution build succeeds with no errors.

datamith creates bad uvs
datasmith 4.25
exporter 3ds max 4.25

too much space between uvs and lot of unused space:(:(:(:(:frowning:

https://forums.unrealengine.com/core/image/gif;base64
​

Why is change landscape component size tool gone?

Update: I’ve reported this bug, now you can track & vote for it here:

no but seriously how can raytracing be production ready without light transmission? should I assume it is coming up soon or should I go back to primarily raster?

You might want to report this bug, using official bug report system.

I reported this a while back but wanted to check if anyone else using Visual Studio 2019 with c++ projects is encountering an Intellisense issue with there components? If you have resolved this please share solution

Yes, currently (4.25) virtual texture lightmaps are broken. If you revert to the old method for lightmaps baking works again and your shadows will be there as before

When you have the IggyScrotch Phoenix mesh in your level, you likely get this error message when upgrading to 4.25.


[2020.05.19-14.10.48:464] 0]LogWindows: Error: === Critical error: ===
[2020.05.19-14.10.48:464] 0]LogWindows: Error:
[2020.05.19-14.10.48:464] 0]LogWindows: Error: Assertion failed: !Obj->HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad|RF_ClassDefaultObject) || bIsOwnedByCDOOrArchetype [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 2396]
[2020.05.19-14.10.48:464] 0]LogWindows: Error: Attempting to replace an object that hasn't been fully loaded: ClothConfigNv /Game/Paragon/Characters/Heroes/IggyScorch/Skins/Phoenix/Meshes/IggyScorch_Phoenix.IggyScorch_Phoenix:Pyro_Phoenix_APEX.ClothConfigNv (Outer=ClothingAssetCommon /Game/Paragon/Characters/Heroes/IggyScorch/Skins/Phoenix/Meshes/IggyScorch_Phoenix.IggyScorch_Phoenix:Pyro_Phoenix_APEX, Flags=0x002c3008)
[2020.05.19-14.10.48:464] 0]LogWindows: Error: 

Removing the Apex mesh data fixes this critical error.

That one is fixed in the coming hotfix: Unreal Engine Issues and Bug Tracker (UE-92624)