Cheers!
For anyone want to use, remember add the flag “-PixelStreamingWebRTCUseLegacyAudioDevice”, or the sound will be very strange. It is now video synchronize audio.
Cheers!
Hi syrom, we encountered this issue internally as well and eventually tracked it down in the last week or two. It was not specific to GPU Lightmass but DX12 in general. It should be fixed in Preview 4.
Sweet, but I am wondering if Virtual Texture material domain will appear in Preview 4 as it’s missing in Preview 3.
This image is from UE4 docs and 4.27p3 doesn’t have this type of material domain
Yep noticed this too! re no Virtual Texture Material Domain.
Awesome! Yeah… Figured it was not the GPU since stress testing its vram in my system was flawless but Preview 3 would instantly crash it. Also read on people disabling DX12 would fix it in other ue4 versions.Just didnt want to deal with that downgrade myself. Ill wait for Preview 4.
UPDATE!
We have just released Preview 4 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 4
Issue | Summary |
---|---|
UE-120342 | As of CL 16942672 - Remote Take Recording always start recording at timecode 0:0:0:00 |
UE-120810 | Create TraceAnalyzers module to share Analyzer classes |
UE-120786 | Crashes submitted from EGL binary is flagged with EngineModeEx=Dirty |
UE-114648 | Media player in TM-Shadermodels is failing to play |
UE-120610 | EXR ImgSequence fails when dataWindow is larger than displayWindow |
UE-118624 | Package with shipping configuration for IOS fails with error symbol(s) not found for architecture arm64 |
UE-120289 | XR-plugin allocated Textures crash on startup on Android OpenGL |
UE-120086 | Android package crashes on Quest / Quest 2 due to Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR) |
UE-119610 | Unable to add existing parameters to a Set Parameters module through the add menu |
UE-119613 | Renaming a parameter through the Set Parameters module to match a Parameter Definition does not automatically subscribe it to the definition |
UE-119784 | This specific variable names isn’t showing up in searches |
UE-120475 | Crash opening a Niagara System |
UE-120631 | Renaming a pin on select node or static switch can lead to a crash |
UE-120788 | R32 formats not converted properly |
UE-118971 | a suppressed part in a Configuration is translated as a material variant |
UE-120144 | ArchiCAD installer don’t detect ACAD 25 and SOLO |
UE-120134 | Crash when playing a GroomCache with varying topology |
UE-120294 | [JT] Degenerated Geometry |
UE-120449 | Crash when scrubbing in a level sequence with a GroomCache track |
UE-120558 | Datasmith textures doesn’t handle wrapping mode correctly |
UE-120349 | USD - Stage doesn’t load when rendering a different level with MovieRenderQueue |
UE-120458 | Frame warnings flood output log while playing SimpleComposure |
UE-119910 | DMX - Dynamically created level sequence player do not play DMX in packaged builds |
UE-120069 | DMX Pixel Mapping - UE crash if user set a negative size value on OutputMapping if Renderer Type is set as Material |
UE-120197 | DMX - IP address gets auto-changed to an ip available to the system when opening project settings, no way to change via BPs |
UE-120435 | DMX - DMX take recorder records the wrong matrix values |
UE-120476 | DMX - Pixel Mapping - Manual resizing of the DMX screen does not update correctly |
UE-120479 | DMX - Pixel Mapping - DMX output are not properly considering the cell distribution of a DMX screen |
UE-118401 | Level Snapshot nDisplay - Snapshots created without the nDisplay support plugin enabled are not properly restored |
UE-118918 | Ensure thrown when taking level snapshot - nDisplaySupportForLevelSnapshots |
UE-120338 | Level Snapshot - Deleted static meshes are not always restoring in nDisplay nodes |
UE-117215 | OCIO is disabled while moving actors in the scene (click drag) |
UE-118330 | UX Design Discrepancies: nDisplay ICVFX Camera - Inner Frustum Color Grading |
UE-118333 | UX Design Discrepancies: nDisplay ICVFX Camera - Override |
UE-118621 | UX Tooltip Discrepancies for nDisplay |
UE-118896 | nDisplay: Tracking Marker Texture Content Missing |
UE-119259 | Missing nDisplay output remap and textureshare post process settings in the GUI configuration |
UE-119647 | nDisplay’s OutputRemap regression |
UE-119767 | Override word should not be used in the naming of variables |
UE-119978 | Color Grading settings are still editable when Color Grading is disabled |
UE-120195 | Click and Drag Screen Percentage Fields Should Only Allow 0 to 1 |
UE-120227 | Ability to specify cameras in a .ndisplay config for portability |
UE-120282 | Editor sometimes crashes when attempting to compile nDisplay config asset |
UE-120284 | Soft Edge Parameters are Ambiguously Named |
UE-120285 | Rename Override Section to Texture Replacement |
UE-120481 | Duplicating nDisplay actor sometimes crashes editor |
UE-120611 | Rename nDisplay ICVFX Camera Motion Blur Amount Setting to Intensity |
UE-120674 | chromakey shader compilation error in linux |
UE-120675 | DX11 quad buffer stereo regression |
UE-120732 | Mesh policy warp mesh visibility in packaged builds |
UE-120792 | ICVFX Template Project Cinecamera Actor Reference Missing |
UE-120485 | nDisplay/Switchboard - launching packaged .exe does not work without project files. |
UE-116758 | Remote Control - Merge settings into a common module |
UE-119875 | RemoteControl level snapshots default save directory is not the same as project’s |
UE-119877 | No feedback in remote control when taking a level snapshot |
UE-120339 | Web Remote - Editor crash while changing nDisplay inner frustum and chromakey settings |
UE-120506 | Remote web control - Web app displays incorrect parameters after editor re-joins multi user session |
UE-119690 | ARCore: FARCoreCameraTextureResource::InitRHI accesses NativeResource on RenderThread |
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.
IMHO you need to start optimizing the engine
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
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
I see a lot of construct script error that goes away as soon as I recompile the blueprints, very strange.
Thank you!
Yes it does. Why wouldn’t it? It’s using the same VLM in-editor vs in-game.