Unreal Engine 4.27 Preview

Hi, download the source code in the github branch 4.27 and build the source with visual studio.

Re Collaborative Viewer Template Improvements:

  • Multi-scale support

What does multi-scale support mean? Any place I can find more information?

Seems to be some issues randomly with files inside projects.
In my case, I have found Blueprint compile error at starting of editor, for Collaborative Projects, cannot focus why it’s not possible to save new fixes on that files, that remain corrupted…

Plugin working:

  • Cesium (Github)
  • Path Follow
  • Pivot Tool
  • Html viewer (for pdf rendering)

hello. does anyone know where i can find documentation or video instructions for 4.27 nDisplay set up?

There are a few issues to be worked through with the re-write of pixel streaming, I’ve reported several but in case anyone having issues testing on iOS here is hacky workaround for now.

I consistently get an error “PixelStreamer: Error: Failed to set local description: Failed to set local answer sdp: Failed to set local video description recv parameters.”

after a bit of digging it looks to be related to how the code is processing the sdp offer attribute a=sendrecv when set on iOS. Browsers look to set this as a=recvonly where it works.

This needs fixing in the code having a poke about at the moment as it should work with sendrecv and did before but as a workaround you can add this to the new webRtcPlayer.js file to at least start testing.

        handleCreateOffer = function (pc) {
            pc.createOffer(self.sdpConstraints).then(function (offer) {
            	pc.setLocalDescription(offer);
            	if (self.onWebRtcOffer) {
            		// (andriy): increase start bitrate from 300 kbps to 20 mbps and max bitrate from 2.5 mbps to 100 mbps
                    // (100 mbps means we don't restrict encoder at all)
                    // after we `setLocalDescription` because other browsers are not c happy to see google-specific config
            		offer.sdp = offer.sdp.replace(/(a=fmtp:\d+ .*level-asymmetry-allowed=.*)\r\n/gm, "$1;x-google-start-bitrate=10000;x-google-max-bitrate=100000\r\n");
                    //workaround
                    offer.sdp = offer.sdp.replace(/sendrecv/gm, 'recvonly');
                    //workaround
                    //offer.sdp = offer.sdp.replace("http://www.webrtc.org/experiments/rtp-hdrext/playout-delay", "http://www.webrtc.org/experiments/rtp-hdrext/playout-delay 0 0\r\na=name:playout-delay");
            		self.onWebRtcOffer(offer);
                }
            },
            function () { console.warn("Couldn't create offer") });
        }

There are other issues, the main one being having multiple clients connected can cause the encoder to keep allocating backbuffers is some sort of race condition which does not end well
[2021.06.13-17.18.36:925][822]PixelStreamer: 3323 backbuffers currently allocated
and crashes to desktop (also reported) so be careful testing with multiple clients until that gets fixed as well.

2 Likes

Got an issue cross-compiling to linux with SteamVR in the 4.27p1 rocket build which was working in 4.26.2. I have tried to change the relevant build.cs files and the uplugin to get it to work but no luck; Windows works perfectly fine.

LinuxToolChain.PrintBuildDetails: ------- Build details --------
LinuxToolChain.PrintBuildDetails: Using toolchain located at 'C:/UnrealToolchains/v18_clang-11.0.1-centos7/x86_64-unknown-linux-gnu'.
LinuxToolChain.PrintBuildDetails: Using clang (C:/UnrealToolchains/v18_clang-11.0.1-centos7/x86_64-unknown-linux-gnu\bin\clang++.exe) version '11.0.1' (string), 11 (major), 0 (minor), 1 (patch)
LinuxToolChain.PrintBuildDetails: Using bundled libc++ standard C++ library.
LinuxToolChain.PrintBuildDetails: Using lld linker
LinuxToolChain.PrintBuildDetails: Using llvm-ar : C:/UnrealToolchains/v18_clang-11.0.1-centos7/x86_64-unknown-linux-gnu\bin/llvm-ar.exe
LinuxToolChain.PrintBuildDetails: Using old way to relink circularly dependent libraries (with a FixDeps step).
LinuxToolChain.PrintBuildDetails: ------------------------------
UnrealBuildTool.Main: ERROR: Missing precompiled manifest for 'SteamVRInput'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamVRInput.build.cs to override.
UnrealBuildTool.Main: BuildException: Missing precompiled manifest for 'SteamVRInput'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamVRInput.build.cs to override.
UnrealBuildTool.Main:    at UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List`1 SpecificFilesToCompile, ISourceFileWorkingSet WorkingSet, IActionGraphBuilder Graph) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModuleCPP.cs:line 321
UnrealBuildTool.Main:    at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List`1 SpecificFilesToCompile, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, IActionGraphBuilder Graph) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 723
UnrealBuildTool.Main:    at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List`1 SpecificFilesToCompile, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, IActionGraphBuilder Graph) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 186
UnrealBuildTool.Main:    at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, Boolean bIsAssemblingBuild, List`1 SpecificFilesToCompile) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1776
UnrealBuildTool.Main:    at UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 617
UnrealBuildTool.Main:    at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 257
UnrealBuildTool.Main:    at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 226
UnrealBuildTool.Main:    at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 557
Timeline.Print: Timeline:
Timeline.Print: 
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.000](+0.029) <unknown>
Timeline.Print: [ 0.029](+0.004) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.034](+0.313) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.347](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.347](+0.091) UEBuildPlatform.RegisterPlatforms()
Timeline.Print:   0.349          [ 0.001](+0.050) Initializing InstalledPlatformInfo
Timeline.Print:   0.399          [ 0.051](+0.000) Querying types
Timeline.Print:   0.401          [ 0.053](+0.002) MacPlatformFactory
Timeline.Print:   0.404          [ 0.056](+0.000) TVOSPlatformFactory
Timeline.Print:   0.404          [ 0.056](+0.027) AndroidPlatformFactory
Timeline.Print:   0.431          [ 0.083](+0.000) HoloLensPlatformFactory
Timeline.Print:   0.432          [ 0.084](+0.000) IOSPlatformFactory
Timeline.Print:   0.432          [ 0.084](+0.004) LinuxPlatformFactory
Timeline.Print:   0.436          [ 0.089](+0.000) LuminPlatformFactory
Timeline.Print:   0.437          [ 0.089](+0.001) WindowsPlatformFactory
Timeline.Print: [ 0.446](+0.016) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.462](+0.092) <unknown>
Timeline.Print: [ 0.554](+0.817) UEBuildTarget.Create()
Timeline.Print:   0.559          [ 0.004](+0.239) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print:   0.559            0.004          [ 0.000](+0.125) <unknown>
Timeline.Print:   0.685            0.130          [ 0.125](+0.024) Finding engine modules
Timeline.Print:   0.710            0.155          [ 0.150](+0.005) Finding plugin modules
Timeline.Print:   0.715            0.160          [ 0.155](+0.067) <unknown>
Timeline.Print:   0.783            0.228          [ 0.223](+0.004) Finding program modules
Timeline.Print:   0.788            0.233          [ 0.228](+0.002) Finding program targets
Timeline.Print:   0.799          [ 0.244](+0.055) RulesAssembly.CreateTargetRules()
Timeline.Print:   0.854          [ 0.299](+0.034) <unknown>
Timeline.Print:   0.889          [ 0.334](+0.064) UEBuildTarget constructor
Timeline.Print:   0.896            0.341          [ 0.007](+0.054) Reading source file metadata cache
Timeline.Print:   0.953          [ 0.398](+0.418) UEBuildTarget.PreBuildSetup()
Timeline.Print: [ 1.376](+1.533) UEBuildTarget.Build()
Timeline.Print:   1.376          [ 0.000](+1.207) <unknown>
Timeline.Print:   2.583          [ 1.207](+0.036) ExternalExecution.SetupUObjectModules()
Timeline.Print:   2.640          [ 1.263](+0.004) ExternalExecution.UpdateDirectoryTimestamps()
Timeline.Print:   2.659          [ 1.282](+0.250) UEBuildBinary.Build()
Timeline.Print: [ 2.924](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: [ 2.927]

Hey everyone, Raytraced Translucency is totally broken in 4.27 Preview 1.
Here is a comparison between 4.26 and 4.27:


can you share your material setup for the glass? I would be interested to see how you set up your refraction ior, specualr, etc.

Are you using refraction for the ior instead of specular in your materials?

UPDATE!

We have just released Preview 2 for 4.27! Thank you for your continued help in testing the 4.27 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

Cheers!

Fixed in Preview 2

Issue Summary
UE-112064 Set fixed bounds option on the dropdown does not work on system bounds
UE-112063 Set Fixed Bounds in emitter asset only works if the emitter was selected beforehand
UE-117196 Curve with Material type is displayed in Anim Curves panel when ‘Material’ checkbox is unchecked
UE-116024 ChaosDestructionDemo does not have Chaos enabled by default
UE-110119 Enable output velocity on translucent material causes D3D12 assert with -d3ddebug
UE-115976 DatasmithRhinoExporter - DatasmithDirectLinkConnections command not working on Mac
UE-117340 Lens Distortion - Crash if user try to reset to Default the Target camera component with Lens file enable
UE-117263 Samples Compat - Virtual Camera - Packaged game places player underneath the ground
UE-117301 Offset character when exporting FBX out of a Subscene via Python
UE-116820 nDisplay Screens change shape when modifying Outer Screen Percentage
UE-117430 Import JT file failed
UE-114112 Change Niagara Script Source Filters’ visuals to match the Content Browser filters
UE-115180 GitHub 7901 : Fixed Lightmap Density view mode crash when using tessellation
UE-113915 Lens Distortion: Setting an overscan FOV on a cine camera can result in a focal length that is below the minimum (4mm)
UE-117470 DatasmithCSharpFacade does not compile on build using < .NET 4.5
UE-117483 //UE4/Release-4.27 Compile error in RemoteControlField.cpop
UE-117001 Web Remote API - Specific parameters can not be rebind
UE-116881 Remote Control Preset - Changing exposed function parameter type crashes
UE-116839 Remote Control API - Can’t set string parameter of a function in a preset
UE-116279 Spawning web app from remote control preset doesn’t use current preset
UE-116985 Web Remote Control API - Backward compatibility issues with 4.26 assets
UE-109409 ReadBackTexture could be released in GameThread
UE-113854 Enabling Apple.InstrumentsEvents crashes the engine
UE-96587 GitHub 7248 : TSampleBuffer multi channel bug fix.
UE-117140 Applying changes to parameter definitions assets recompiles all scripts
UE-116448 [Audio Bus][Tool Tip] - Audio Bus Channels Tool Tip refers to Source Bus instead of Audio Bus
UE-113980 DS Materials: [M_StdEmissive] Does no longer handle opacity mask since 2020.1
UE-116784 Multiple PropertyAccess nodes in a single anim fails to compile
UE-116822 RandomPlayer node fails to deal with zero or v small blend in times
UE-117373 GitHub 8123 : Add a nullcheck to GetOwner in GetBlueprintForSequence
UE-112390 Crash when running commadlet -run=resavepackages and -noshadercompile is specified
UE-117336 Distance field collisions are broken in Content Examples
UE-117529 Too strict PSO filtering removes valid PSOs from the cache.
UE-117513 Animation in the Spawned channel is removed when exporting FBX
UE-116849 A level couldn’t be GC in some circumstance and the world is always in memory with Async and PendingKill flags
UE-110817 Launch is blocked on IOS by message about webauth plugin failed to load when WebAuth plugin is disabled
UE-117094 iOS Compat - iOS 12.X - Apps ran on iOS devices running iOS 12.X crash on launch
UE-116386 Boundary Bleed Color does not affect the boundaries of intersecting subsurface materials
UE-117308 Avoid generating Velocity and TAA shaders unexpectedly for mobile platform
UE-103733 DMX - Fixtures with Color Mix do not properly reset on Begin Play
UE-114534 DMX Patching - Cannot reset an attribute back to a null value
UE-116519 Crash while opening foreign project with a Unique Build Environment
UE-117337 GitHub 8109 : Fixed typo in #jira UE-117300 fix
UE-112986 It seems wrong process about clearing Render Targets in RenderBasePass
UE-115150 GitHub 7860 : Configures the procedural mesh object to accept ray tracing updates
UE-116220 Crash on Android When Launching Inclusively Nativized Match3 Game Due to Error in OpenGLShaders.cpp
UE-117105 Fatal error: /…/Runtime/OpenGLDrv/Private/OpenGLShaders.cpp] ActionRPG crashes on SHIELD Tablet
UE-117569 USD - Meerkat skeletal mesh has offset skeleton from its body
UE-117512 //UE4/Release-4.27 Compile error in RCWebInterface.cpp
UE-117456 nDisplay: Add 4x4 Matrix
UE-117291 Crash when reimporting USD asset whose material was assigned to a different USD asset
UE-117273 Parameter panel may sometimes be empty on first opening a script/emitter/system editor
UE-117052 Switchboard UI doesn’t launch from the Toolbar
UE-97297 Handheld AR camera freezes when rotated between portrait and landscape
UE-116882 Switchboard - nDisplay can not be launched after the Editor since the nDisplayConfig.uasset is busy
UE-117417 [CrashReport] UE4Editor-Slate!FUICommandList::ConditionalProcessCommandBindings(FKey,bool,bool,bool,bool,bool) [UICommandList.cpp:220]
UE-98030 Volumetric Material not compiling on Niagara Mesh Renderer
UE-105061 If use with mesh particles or use with niagara mesh particles is checked in the Usage flag of the material and the material domain is set to volume, compile error will occur.
UE-117531 Crash on Map with Existing Remote Control Preset
UE-117257 Tooltips for parameters that are not subscribed to parameter definitions are missing in the script graph
UE-114772 Make the Remote Control UAsset dirty after editing Remot Control fields
UE-114547 Remote API - OSC UI widgets not displaying
UE-114550 Remote API - OSC Floats properties clamped to 0-1
UE-114505 Remote API - Crash when using UI in Protocols section.
UE-114548 Remote API - OSC UI widgets Add-Remove inputs
UE-113406 Remote API - OSC Float to Boolean issue?
UE-114546 Remote API - Crash when clicking UI Entities
UE-100324 Create Duplicate Parent is not properly creating the parent emitter asset
UE-116808 [TM-FocusConcurrency] - Pressing Q doesn’t trigger the Concurrency rule for Audio
UE-117589 Focus tolerance is not verified when adding points to lensfile
UE-117206 Crash clearing Niagara Parameter Collection instance when previously created Niagara Parameter Collection is set
UE-116540 Dynamic animation baked through Sequencer doesn’t reflect what’s in viewport for some assets
UE-116354 Mac log spam with: Initializing EditorSessionSummaryWriter for editor session tracking
UE-115657 Crash when editing Niagara system added to the Actor with Child BP Class on mac
UE-117629 Automatic saving not working on spawnables in template sequences
UE-117012 Remote Control Preset - Preset Name is not displayed in the preset editor
UE-114120 Modifying Component to Control parameter somehow screwed up internal scales of the screens
UE-112057 Incorrect validation in FRDGUserValidation::Validation with 8 render targets
UE-104418 [Submix Effects][Crash] - Passing an array with empty pins to a Set Submix Effect Chain Override Crashes the Editor when triggered
UE-117678 resuming looping sound with virtual mode restart will result in incorrect sound cue state
UE-116335 [Stream Caching][Surround] - 5.1 Files cannot be previewed when Stream Caching is Enabled
UE-117680 importing 24 bit audio fails to properly import
UE-117620 Baking animation in sequencer broken
UE-117684 soloaudio persists in content browser after PIE
UE-115857 Remote API - Mapping range struct storage
UE-117046 Remote API - Crash deleting bindings
UE-116889 Remote Control API - Remote Control Preset needs to be reopen to display protocol bindings
UE-116103 Remote Control Preset - Crash when deleting a protocol from an exposed property
UE-116604 Crash - Remote API - Deleting 2nd MIDI binding
UE-117686 Improve attribute trimming for Niagara particle scripts
UE-114552 Remote API - OSC Crash with 4 Vectors in Postprocess
UE-113599 Remote Control Protocols Unsupported Types
UE-115444 RemoteControl - Linking a parameter with DMX leads to a crash
UE-117601 Hair card sampler is incorrect setup
UE-117696 Electra playback of mp4 files containing only video or only audio fails
UE-112473 Select overlapping actors fails on some edge cases
UE-117304 Material Preview with Clear Coat shading model and Clear Coat value set to 0 doesn’t default to Default Lit shading model
UE-103702 A single iteration source can be confusingly listed multiple times
UE-117230 Samples Compat - Win64 - Vehicle Game crashes with an Assertion Error on Play
UE-117270 Default Mode for Parameters that are subscribed to a Parameter Definitions is Library
UE-117706 The module version upgrade process is confusing for child emitters
UE-117236 Ensure can freeze the Editor for 30+ seconds
UE-115005 Package Fails for iOS - library not found for libCrashReporter.a
UE-114670 Avoid CRC sending telemetry and crash reports for third party titles.
UE-116552 Actor information persists in Level Snapshot Editor when snapshot is deleted and throws ensure when selected
UE-109057 A crash can occur during a batched compile of inter-dependent Blueprint assets via commandlet.
UE-117717 Datasmith content - Update material usage to avoid compile failure
UE-117708 Remote Control Preset - Exposing a property doesn’t set its edit condition to true
UE-117664 LensFile can crash if there are more points in the nodal offset table than in the focal length table
UE-117229 Missing Emitter.Age, Determinism, LocalSpace, OverrideGlobalSpawnCountScale, RandomSeed, and SpawnGroup
UE-115791 Parameters panel is not refreshed when selecting a different script version to edit
UE-117712 Can’t delete root category item when going from K1 to Distortion
UE-117674 Properties menu is empty on animation section blend context menu
UE-117756 Trim Left/Right menu does not contain hotkey info
UE-116909 The editor crashes after scrubbing backward from second audio track to the previous audio track
UE-117605 Copied sections are pasted on the same row in Sequencer
UE-113380 UE Editor Crashes During RHINO Resync After Changing Layer to Reflective Material (i.e Glass, Metal)
UE-117769 USD - Foliage instances missing when exporting LandscapeMountains
UE-117723 Revit 2022 Datasmith Exporter has depedencies on 2021 dlls
UE-117370 Crash after dragging a duplicate of a Dataprep’s filter to not allowed area
UE-117225 Crash selecting a Parameter Definitions parameter after changing its namespace
UE-107902 Niagara System’s override parameters in the Details panel are reset to default after refocusing the Level Sequencer
UE-117233 Make New and Add Engine Constant parameter categories are sorted with Parameter Definitions that have been promoted to the top of the creation/add menu
UE-117517 datasmith options not saved between sessions
UE-116302 Mesh Renderer Info enum is not populated with the mesh renderers
UE-111904 Precise motion vectors are incorrect for Sprites and Meshes with Emitter source mode
UE-95478 CompileTimeAnalyzer crashes with InvalidCastException: Specified cast is not valid
UE-117770 USD - Renamed prims persist after closing the stage
UE-117780 Keyframe is not adding via pressing the ‘Add a keyframe…’ button in the Details next to the ‘Actor to Track’
UE-117792 Adding two STmap points to a lens file that is currently being evaluated causes the editor to crash
UE-116884 nDisplay Configurator - Region changes on ViewPort are not consistent on projections
UE-117766 DatasmithRhinoExporter - Plugin crash after undo block command
UE-112195 VCam2 - Lens Kit Labels Do Not Update on Slider in UI
UE-116980 nDisplay: Enable cluster nodes OCIO checkbox doesn’t enable/disable the Cluster Nodes OCIO property
UE-103737 Niagara fails to alert users to gpu systems that fail to read from cpu systems using the attribute reader
UE-115531 FDistanceFieldAsyncQueue crash during cook with MetaHuman Hair assets
UE-116282 RemoteControl logger adds slate dependancy to RC Core module
UE-116735 AR Handheld/Android- 3d objects are not rendered in a AR environment
UE-115335 in HandheldAR, rectangular planes do not appear, origin gizmo
UE-112732 HandheldAR iOS: AR Planes do not have pink borderline around them in BP projects compiled through Windows
UE-116550 EXR Sequence Tearing Across Two Render Nodes
UE-117801 Sequencer : Control Rig: Undo of moving a key on second section causes selection to get lost
UE-117689 Crash in IOSPlatformTextField when copying buffer of editable text
UE-115584 Vector fields need to check for GPU access before errors about needing CPU access flag
UE-115028 GPU Lightmass - Performance regression at 16102191
UE-116435 Change title of popup window of datasmith runtime load
UE-117681 [Audio Playback][24-bit] - Audio files with bit-depth greater than 16 bits don’t playback consistently after import
UE-115827 Level Snapshots - Collections of structs are not restored properly
UE-117050 Camera Calibration. Curve management tools
UE-116333 Crash after GPU Lightmass Bake with multiple GPUs when resizing menu
5 Likes

thanks man

Guys, I’m on Preview2, this morning, when I start a project it wants to recompile the shaders for that…
…everytime I restart it…

3 Likes

Hi, simple question:

Is 4.27 the last version update that UE4 will receive or can we expect updates some time in the future, overlapping with UE5 release at least at the beginning?

This is pure curiosity.

Thanks

It was doing that in preview 1 for my converted project (from 4.26.2).
Still compiling 2000 shaders in preview 2 every time for opening project.

5 Likes

Yep, same thing happens here too, this was not the case in preview 1

1 Like

Hope the Team will fix it soon :slight_smile:

I just tried 4.27 Preview 2, and there stills seems to be issues with the RetainerBox in UMG, a bug that seems to have been introduced somewhere around 4.24.
Is this something that will be fixed? It’s breaking my game :confused:

Two isues related to this (one states this has been resolved, one say they can’t reproduce)

In the second issue, if you follow the steps, and then start the game and try to write in the multiline, your input marker does not align with the actual input location. If you turn off the retain render it behaves as expected.
Any info on this would be much appreciated.

Thanks!

I’m not sure if the preview version is just old, but the plugin in its current state does support all class properties for actors and their components and subobjects, not just transforms.

There are some actors it is not yet designed for like landscape and foliage. These will be added in the near future.

One caveat is adding blueprint components via details in the level editor. This is a separate code path from creating a native or blueprint class and adding components in C++ or a blueprint editor so we don’t have support for it yet.

Dang it! So I installed 4.27 in hope of GPULightmass was updated aswell. Noticed a few changes but still didnt resolve my MAIN issue with using GPUlightmass. If you package a level for ANDROID the denoiser maps dont attach. Thats my best guess. Also you get the red error message “Lighting needs to be rebuild”. I tried almost all solutions and nothing works. 4,27 still has this issue. Anyone else in the same boat?

1 Like

This blog mentions that Bink Audio is supposed to be available now on the 4.27 branch. However, there is not a single mention of Bink Audio in the code. How is it used?