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Unreal Engine 4.27 Preview

I noticed r.GraphicsAdapter in consolevariables.ini is not working - has it been fixed? Thank you!!

Looking forward to this preview 4! Any word on whether live link face calibration has been included yet? Live Link Face Calibration - Unreal Engine Public Roadmap | Product Roadmap

Preview 4 fixed my GPU removed crash error! Excellent work! Not 1 crash this whole morning.

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IMHO you need to start optimizing the engine

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what about megascan plugin?

What’s about vulkan shader complexity inspector being broken since forever?

Multi-user plugin has problems. When adding files or moving them to other folders, the RAM overflow is over 60 GB and the traffic overload between the server and the user. It happens even on small texture files. We use it without versions control system.

@Luoshuang Will the VLM splotchy artifacts issue on movable meshes be fixed for the final 4.27 release?

How do I Launch .exe via Switch board? I see that the nDisplay launcher was removed from the DotNet engine folder

1 Like

Have you filed a bug report with a simple repro case? I was told VTs should be just natively supported and this looks more like a bug and not like a missing feature. There is still a chance for it to get fixed before 2.47 hits release (or maybe they can fix it in the hot fix), if you file the bug report with repro case (I don’t have repro case handy, otherwise I’d already file it).

That’s in the Editor. Does it do the same in-game (in shipping build) ?

Now it’s becoming very frequent to see the fatal error on windows and segmentfault on linux when using remote control presets and remote control web interface


Please fix the missing component tab and the missing Open Blueprint button in the Details after one PIE. It happens only in 4.27!

I see a lot of construct script error that goes away as soon as I recompile the blueprints, very strange.

Thank you!

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Yes it does. Why wouldn’t it? It’s using the same VLM in-editor vs in-game.

Didn’t bother since up earlier in the post i was told VT wasnt needed for GPU mobile from the dev. Turning it off totally fixed it.

I’m getting similar issues in Preview 4 with some variation of DXGI_DEVICE_REMOVED/DXGI_DEVICE_HUNG on my 6800XT trying to use GPULM or the Path Tracer on its own. 21.6.1 drivers.

Path Tracer crash #1
[2021.08.07-00.50.56:949][183]LogD3D12RHI: Creating RTPSO with 135 shaders (134 cached, 1 new) took 3112.92 ms. Compile time 3097.21 ms, link time 15.62 ms.
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: RetCode = Adapter->CreateCommittedResource(Desc, GetGPUMask(), HeapProps, InitialState, ClearValue, &NewResource, Name, false) failed 
 at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Allocation.cpp:1381 
 with error DXGI_ERROR_DEVICE_REMOVED

[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: [GPUBreadCrumb]	3D Queue 0 - Begin: Frame 1182 - Scene - Path Tracing - Path Tracer Display (1613 x 814)
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: [GPUBreadCrumb]	Compute Queue 0 - Begin: ClearTranslucencyLightingVolumeCompute 64
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: [GPUBreadCrumb]	Copy Queue 0 - No Data
[2021.08.07-00.50.57:037][183]LogD3D12RHI: Error: DRED: No PageFault data.
[2021.08.07-00.51.05:639][183]LogWindows: Error: Error reentered: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 684] 
RetCode = Adapter->CreateCommittedResource(Desc, GetGPUMask(), HeapProps, InitialState, ClearValue, &NewResource, Name, false) failed 
 at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Allocation.cpp:1381 
 with error DXGI_ERROR_DEVICE_REMOVED




[2021.08.07-00.51.06:782][183]LogWindows: FPlatformMisc::RequestExit(0)
Path Tracer crash #2
[2021.08.07-00.53.10:832][751]LogD3D12RHI: Creating RTPSO with 135 shaders (134 cached, 1 new) took 3117.20 ms. Compile time 3101.15 ms, link time 15.96 ms.
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed 
 at D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1172 
 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: [GPUBreadCrumb]	3D Queue 0 - Begin: Frame 751 - Scene - PostProcessing - EnqueueCopy(EyeAdaptation)
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: [GPUBreadCrumb]	Compute Queue 0 - Begin: ClearTranslucencyLightingVolumeCompute 64
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: [GPUBreadCrumb]	Copy Queue 0 - No Data
[2021.08.07-00.53.10:962][752]LogD3D12RHI: Error: DRED: No PageFault data.
[2021.08.07-00.53.10:964][753]LogD3D12RHI: Error: pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed 
 at D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1172 
 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

[2021.08.07-00.53.12:221][754]LogWindows: Error: Error reentered: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 684] 
pResource->Map(Subresource, pReadRange, reinterpret_cast<void**>(&pData)) failed 
 at D:\Build\++UE4\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHIPrivate.h:1172 
 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG




[2021.08.07-00.53.13:333][754]LogWindows: FPlatformMisc::RequestExit(0)
GPULM Crash
[2021.08.07-00.55.32:150][833]LogGPULightmass: Resizing GPULightmass scratch tile pool to (6, 6) 408x408
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: hr failed 
 at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:477 
 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: [GPUBreadCrumb]	3D Queue 0 - End: Frame 831 - SlateUI Title = PTTest - Unreal Editor
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: [GPUBreadCrumb]	Compute Queue 0 - Begin: ClearTranslucencyLightingVolumeCompute 64
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: [GPUBreadCrumb]	Copy Queue 0 - No Data
[2021.08.07-00.55.32:514][833]LogD3D12RHI: Error: DRED: No PageFault data.
[2021.08.07-00.55.37:703][833]LogWindows: Error: Error reentered: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Util.cpp] [Line: 684] 
hr failed 
 at D:/Build/++UE4/Sync/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:477 
 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG




[2021.08.07-00.55.38:789][833]LogWindows: FPlatformMisc::RequestExit(0)

Since VLM can’t use the denoiser (as it is 3D) it requires more samples than surface lightmaps. In 4.27.0 I introduced more settings to allow you put more samples into VLM:
TvBG03i0F5
Also VLM sampling is improved too and that should help a bit with the noise. See https://github.com/EpicGames/UnrealEngine/commit/6c8590c0d7e425f1b36af478e16679ccf2053447

1 Like

Thanks so much! I’ll give it a try.

So this bug is still in here:

bild

bild

Must been a year or more since I reported it… is this ugliness going to be permanently left in UE4? :frowning:

Bah, so I got my test case made with Landscape and RVTs for Android Vulkan. Got everything working, started packaging and bam!

UATHelper: Packaging (Android (ASTC)): LogMaterial: Warning: [AssetLog] F:\Unreal Projects\FFR_v30_issues\Content\Materials\M_RVT_Master.uasset: Failed to compile Material for platform SF_VULKAN_ES31_ANDROID, Default Material will be used in game.
UATHelper: Packaging (Android (ASTC)): LogMaterial: Warning: Cooking a material resource (in M_RVT_Master hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.
PackagingResults: Warning: Cooking a material resource (in M_RVT_Master hierarchy) that doesn’t have a valid ShaderMap! Shadermap pointer is null.

EDIT: Never mind, I don’t think layered blend is supported in forward Android Vulkan :frowning: