Unreal Engine 4.27 Preview

Cheers!


For anyone want to use, remember add the flag “-PixelStreamingWebRTCUseLegacyAudioDevice”, or the sound will be very strange. It is now video synchronize audio.

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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.

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Sweet, but I am wondering if Virtual Texture material domain will appear in Preview 4 as it’s missing in Preview 3.

image
This image is from UE4 docs and 4.27p3 doesn’t have this type of material domain :confused:

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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
4 Likes

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.

3 Likes

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

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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!

1 Like

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