Thanks Anton, applied the commit, there were similar errors popping up, this helped me a lot.
Imho, this array error shouldn’t be commenced, since it is not active.
Thanks Anton, applied the commit, there were similar errors popping up, this helped me a lot.
Imho, this array error shouldn’t be commenced, since it is not active.
The Datasmith export still was not support 3ds max 2021. what’s the problem? did the EPIC guy forget it?
I have the Exact same problem
[Remote] Executing build
Found mono via known Mono.framework path
Running system mono/msbuild, version: Mono JIT compiler version 5.16.0.221 (2018-06/b63e5378e38 Mon Nov 19 18:08:09 EST 2018)
Running command : Engine/Binaries/DotNET/UnrealBuildTool.exe BomberCar3D IOS Development -SkipRulesCompile -XmlConfigCache=/Users/innerchild/UE4/Builds/GOGOAKMAN/C/Users/andre/AppData/Local/UnrealEngine/XmlConfigCache-D+Program_Files+Epic_Games+UE_4.25.bin -remoteini=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D -Project=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D/BomberCar3D.uproject -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -Log=/Users/innerchild/UE4/Builds/GOGOAKMAN/C/Users/andre/AppData/Roaming/Unreal_Engine/AutomationTool/Logs/D+Program+Files+Epic+Games+UE_4.25/UBT-BomberCar3D-IOS-Development_Remote.txt -Manifest=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D/Intermediate/Remote/BomberCar3D/IOS/Development/Manifest.xml -CreateStub -NoUBTMakefiles -ImportProvision=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D/Intermediate/Remote/BomberCar3D/IOS/Development/IOsProvisionUe4Develop.mobileprovision -ImportCertificate=/Users/innerchild/UE4/Builds/GOGOAKMAN/D/Projects/Mobile/BomberCar3D/Intermediate/Remote/BomberCar3D/IOS/Development/Certificate.p12 -ImportCertificatePassword=A
ERROR: Precompiled rules assembly '/Users/innerchild/Library/Application Support/Epic/UnrealEngine/4.25/Intermediate/Build/BuildRules/UE4Rules.dll' does not exist.
[Remote] Downloading C:\Users\andre\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.25\UBT-BomberCar3D-IOS-Development_Remote.txt
Total execution time: 1732.24 seconds
Took 1732.3734287s to run UnrealBuildTool.exe, ExitCode=8
UnrealBuildTool failed. See log for more details. (C:\Users\andre\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.25\UBT-BomberCar3D-IOS-Development.txt)
AutomationTool exiting with ExitCode=8 (8)
BUILD FAILED
4.25 is a tragedy. so much is broken that worked before and the new features don’t work. GREAT RELEASE!!!
Same issue over here, been struggling with it for a whole day.
I’m using remote Xcode server to compile from Windows, it always fails with the same error.
anyone know where the tool to slect meshes by faces or elements or material in order to flip them has gone from the static mesh editor?
I think you need to activate the plugin
https://docs.unrealengine.com/en-US/Engine/Content/Types/StaticMeshes/HowTo/ModifyStaticMeshGeometry/index.html
“In order to edit Static Mesh geometry in the Static Mesh Editor, you must enable the Polygon Editing Plugin for your Project.”
Found a workaround at the following forum post, tested it myself and it works.
https://forums.unrealengine.com/development-discussion/ios-development/1757923-no-build-rules-for-4-25-ue4rules-dll-not-found?p=1758601#post1758601
thanks! forgot about that Sarlack…
been a while since i’ve been in ue4… you would think though the amount of times its necessary to flip normals it would be something that is integrated/opens by default.
cheers again!
I can’t seem to turn off Realtime in the viewport. It SAYS it’s off, but I’m still hearing audio. Am I missing something?
Culling Distance (and volume) seems to be broken still in UE4.25 when using DX12 and raytracing. Made answer ticket to vote: https://answers.unrealengine.com/que…g-in-dx12.html
Cant wait to use DX12 with bigger levels. Currently getting only 20fps with the culling issue. Seem to be bit better than in UE4.24, but my GTX2080ti also crashed.
EDIT: On my bigger level with levels under peristent level, culling only work if object have “Visible in Ray Tracing”-setting disabled. On separe small level, culling works even with that setting enabled. What could affect that? :S
Hi! After updated the game for Android to 4.25 IAP is not working anymore! When debugging with Android Studio I get this
‘Warning: Script Msg: UInAppPurchaseRestoreCallbackProxy::Trigger - In-App Purchases are not supported by Online Subsystem’
Do I need to make any changes to make this work?
In AndroidEngine I have this ( in 4.24 worked )
[OnlineSubsystem]
DefaultPlatformService=GooglePlay
[OnlineSubsystemGooglePlay.Store]
bSupportsInAppPurchasing=True
In DX12, having Skeletal Meshes shown cause heavy fps drop in my bigger level. Even when not having any skeletal meshes on level. :S Toggling that setting off in “show” changes foliage shadows (even when not having shadows toggle on for foliage) and return FPS to normal (20fps->80fps). Anyone with similar issue?
EDIT: r.RayTracing.Landscape 0 helped with that issue. Cull distances Still not working on my bigger level.
Now I found out that if translucency is set “ray tracing” (and max refraction rays is over 0) then culling distance stop working.
https://answers.unrealengine.com/oauth/authorized?code=ec49f2b2058d4673b3996092d195c84d
Hello!
I can’t cook my projects contents due to this error: **Assertion failed: World [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp] [Line: 3594] **does anybody know how to fix it?
Good night I am new to unreal engine 4 and I made an autosave system and checkpoints in my first level but I go to level 2 I save I exit and load the game and it opens me in level 1 in a random location as I do for the system save and checkpoint work at both levels what steps should I follow
4.25 seems to have fixed some android boot issues I was having but drawing tiles (C++) with custom materials has the vertex Y positions inverted on Android.
Some example code below (this works on PC):
bool DrawMaterialInArea(UCanvas &Canvas, const FLinearColor &color, const UDynamicMaterial* RenderMaterial)
{ ....
FCanvasTileItem tileItem(
topLeft, RenderMaterial->GetRenderProxy(),
size
);
tileItem.SetColor(color);
tileItem.UV0 = topLeftUV;
tileItem.UV1 = bottomRightUV;
//tileItem.MaterialRenderProxy = RenderMaterial->GetRenderProxy();
Canvas.DrawItem(tileItem);
Cool guys. How about now updating the online documentation for simple stuff like the Editor Interface page for example from 4.9 to 4.25 please? Unreal Editor Interface | Unreal Engine Documentation
In DX12 with virtual texturing enabled, the editor crashes instantly when opening a material that has a VT texture in it.
Had anyone succeeded to make IAP work on Android? It’s been a week I’m trying to solve this and still not working! Tried on multiple projects but without success! The thing is that on 4.24 it’s working but on 4.25 it’s not reading IAP or restore or any prices to show.