also met this Error…
Same here, getting
Assertion failed: !bIsInitialized [File:D:/build/++Portal/Sync/Portal/Source/Programs/EpicGamesLauncher/Layers/DataAccess/Private/Analytics/CommunityPortalAnalytics.cpp]
[Line: 183] FCommunityPortalAnalyticsAnalytics::Initialize called more than once.
UE4 Unreal Engine 4 Steam sessions plugin does not work 4.27 - YouTube fix steam sessions plsss or tell me where i did fail thanks : D.
@VictorLerp @Amanda.Schade I have a feeling it’s no use at this point, but…
There is a big issue when building a project with streaming VTs for forward rendering Android Vulkan (ASTC):
vulkan.txt.txt (8.7 KB)
The gist of it:
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Android (ASTC)): LogWindows: Error:
UATHelper: Packaging (Android (ASTC)): LogWindows: Error: Assertion failed: CompressedFormat == PF_Unknown || CompressedFormat == CompressedMip[0].PixelFormat [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/VT/VirtualTextureDataBuilder.cpp] [Line: 676]
I figured it out (I think) and it’s just preposterous - project with VTs gets built when building Android ETC2, but doesn’t when building with Android ASTC… WTF… ASTC is what most phones support (the ones that don’t shouldn’t be even having projects with VTs built for them) and that’s the format Oculus recommends for Quest.
Case # 00346661 which was never turned into an Issue (at least not to populate Issues Tracker)
SteamVR seems to cause 4.27 to crash on start. When I uninstalled mine it works.
I’ve been looking into Bink. Big announcement with no documentation or tooling. You can create a bink media player and text that follows the same mediaplayer process.
There’s no way to encode a video to bink2 as far as I can tell. There is a commit that hints to adding Bink2ForUnreal.exe/pdf but the files are not in any repo or release. https://github.com/EpicGames/UnrealEngine/commit/220176c2e93823e42eca60e856b10e88a86869ba
Does anyone know where this is at? Not for general use?
After I built it as Android ETC2 and removed/regenerated mips from VT textures, it started building as Android ASTC
I really wished Epic would use more defensive programming in UE.
If you’re on 4.27 working with sequencer and metahumans expect a lot of crashes.
I’m getting an index error crash and I assume hitting an asset. It would be nice if internally they checked the validity of values and tried to avoid letting it go until it crashes.
With a codebase this big, it’s more common to use offensive programming - put asserts all over the place, catch bad values as early as possible and stop the show to force other programmers to fix their underlying cause right away. Otherwise you’ll have a growing web of hidden issues that are compensated for by the defensive programming until it explodes completely.
Just wanted to say, for some reason adding diffuse boost to a object in lightmass baking will turn the scene into a nuclear reactor. Is this a bug?
That’s fine (asserts sprinkled in code) as long as they’re addressed. If they’re not addressed and result in a corrupt project that’s a problem.
Another example: 4.26 if you used an invalid file path for Movie Render Queue (easy to do if you change external hard drives or simply get preset from a friend for best render settings (the path is stuck in that info as well) the system would simply render each frame, post an error in the log and continue running for hours rendering nothing to a file.
A simple defensive check of user input values (such as an invalid file path) would be a much better approach. It could bring up Alert to the user that you’ve tried to provide an invalid file path, please correct (for the user)
For sure, it doesn’t make sense to use offensive programming against user input. More on internal stuff.
The UE5 Preview is Less buggy then this version… And Steam Sessions Actually work in it.
We ran into this issue as well, and it turns out that it’s due to a change in PostProcessComponent.h - previously it only checked the “bEnabled” flag, now it also checks SceneComponent()->ShouldRender(). ShouldRender() returns false when the post process component is attached to something that’s not visible - say, a player controller.
Our solution was to modify the engine to remove this change (in PostProcessComponent.cpp):
- Ret.bIsEnabled = bEnabled != 0;
+ Ret.bIsEnabled = bEnabled != 0 && ShouldRender();
E.g. back to:
Ret.bIsEnabled = bEnabled != 0;
UPDATE—The 4.27.1 Hotfix is now live
Fixed in 4.27.1
Issue | Summary |
---|---|
UE-116816 | Sketchup Datasmith Exporter Messages window vertical resize changes size of bottom margin for message field |
UE-117599 | Sketchup - Updating material on Sketchup is wrongly affecting UE via direct link |
UE-117644 | Fix nested looping sub-sequences |
UE-118438 | Switchboard - nDisplay config can’t be clobbered during sync when build engine is unchecked |
UE-118974 | Duplicate sections in the .udatasmith when saving multiple times during the same session |
UE-118975 | Wrong actor’s label when subassemblies are instantiated |
UE-118977 | After importing .udatasmith in UE all materials instances are duplicated |
UE-119375 | Sketchup - Extensions exporter menu buttons and its sections are not localized |
UE-119692 | Level Snapshots - When a world object has fewer struct collection members than the snapshot object, struct members still show with data |
UE-121388 | Editor stop working after changing MPDCI type in nDisplay configurator |
UE-121407 | Crash in engine when secondary views are enabled with OpenXR on HoloLens |
UE-121500 | VP Templates show Win64 as supported Platforms for the BlackMagic Plugin |
UE-121596 | SolidWorks Datasmith plugin - DL - No update on parameters change (Color) |
UE-121939 | Vcam2UI - Take Recorder does not record or save properly and can produce corrupt takes |
UE-121960 | DisplayClusterConfigurationOCIOProfile variable type causes a crash |
UE-124675 | [Datasmith Runtime] Unnecessary blockage of GC when building of static meshes |
UE-124717 | 4.27.1: Bump the version number for DS exporters and UE standalone installer |
UE-124924 | Replacing placed actor with another class causes error |
UE-124969 | Remote Control - Control panel and webapp values are not synced after rebinding a property |
UE-125019 | VPRoles not set by Switchboard |
UE-125261 | Simulcam Viewport video feed appears grainy / washed out |
UE-125278 | nDisplay replace texture working in editor but not on nodes |
UE-126051 | Cannot calibrate individual components of an nDisplay actor with multiple calibration points |
UE-126112 | Retessellate breaks material slot association |
UE-126494 | When launching via Switchboard and auto connect to MU session the sequencer MU buttons don’t work |
UE-126571 | Alias product version in Analytics is not reflecting the relevant information |
UE-120460 | Datasmith plugin - Archicad Export & Direct-link with hotlinks crashes Archicad |
UE-123588 | datasmith exported files end up with one master material per archicad material |
UE-119881 | wire import crash on file generated by alias 2021.3 |
UE-126643 | Alias Importer: Alias 2021 is not compatible with UE |
UE-117098 | Hidden layers in SKP still exports geometry |
UE-121427 | Crash when attempting to load File Media Source using image file in Media Player |
UE-121809 | Datasmith Runtime metadata on scene objects is not imported |
UE-129778 | [Regression] Solidwork exporter - Scene elements badly structured now |
UE-118373 | Sketchup DS exporter - Texture duplication at export |
UE-121414 | DMX - sACN unicast isn’t received in the Editor |
UE-121563 | DMX Monitor changes ports when altering project settings. |
UE-123655 | DMX - Adding patches to DMX Library take recorder causes warnings to show |
UE-123658 | DMX - Fix a crash when a library asset is present but cannot be loaded, e.g. because saved with a newer engine version |
UE-123693 | DMX - Activity monitor triggers an ensure when user modify the universe range |
UE-121562 | Pixel Mapping fails in packaged build using Material or UMG source |
UE-121810 | DMX - UI for Universe view stuttering with specific scale |
UE-121141 | Effect of ColorCorrectRegions (CCRs) not being excluded when added to hidden actors or layers of nDisplay inner frustum. |
UE-126298 | Sequencer Playback Manager - pause / hitch on take recorder |
UE-117679 | nDisplay Nodes Crash After Lightmass Bake |
UE-119954 | Level snapshots don’t automatically re-populate if you change levels |
UE-124739 | Per Viewport CC Reset Button Zeroes out RGBY Rather than Resetting to 1.0 |
UE-118783 | Light bake transfer killed MU server |
UE-121191 | Remote API - MIDI and Booleans seem to be bugged |
UE-126043 | nDisplay - Playback sequence doesn’t transact to nDisplay render nodes |
UE-127644 | CCR - Priority not transacting on nDisplay render nodes |
UE-121443 | Geometry showing incorrect perspective when rotated - nDisplay config |
UE-121463 | Output remap crash while saving ndisplay config |
UE-121484 | Stage monitor bad performance when dealing with high event counts |
UE-121956 | Switchboard unable to execute console commands |
UE-122121 | Unloaded classes fail to recreate |
UE-123664 | nDisplay/Editor crash when reapplying livelink preset during Multi User |
UE-125926 | Lens Tool taking 5+ minutes computing asset references |
UE-121244 | Level Snapshots - Crash upon expanding level snapshot |
UE-118972 | Exporting to datasmith does not save the mesh for a new assembly with new parts |
UE-121528 | Datasmith for Rhino Exporter Plugin Crashes when reassigning object’s layer |
UE-116873 | Sketchup - Stamp operation isn’t pushed via direct link synchronize |
UE-117520 | Sketchup - Dynamic component copies not sent via direct link synchronize |
UE-117559 | Sketchup - onClicks visibility toggles is not synchronized via directLink |
UE-117638 | Sketchup - Nested group visibility can’t be synchronized via Direct Link |
UE-119372 | Sketchup - Extensions exporter top menu option is not localized |
UE-119446 | Sketchup - Texture label repeated on export |
UE-121524 | Sketchup - Updating object color and resyncing via direct link does not change color on Unreal side |
UE-125060 | Sketchup - Folder visibility can’t be synchronise via direct link auto-sync |
UE-121449 | SOLIDWORKS: Changing Material and rebuilding leads to the partial .datasmith export |
UE-119099 | Match3 on Android closes without authorisation to the google account |
UE-123751 | Screen space shadowing performance is severely impacted when utilizing MSAA with the forward renderer |
UE-127672 | Playing audio from Niagara does not work in cooked builds |
UE-120544 | Unsupported’message doesn’t occur when enabling Dynamic Resolution |
UE-120316 | Packaged ShooterGame crashes on open silently with MacOS version error message |
UE-119168 | Crash while performing r.HairStrands.DebugMode 6 on the TM-HairAndFur level |
UE-122320 | Platform development blocked with Xcode latest build system enabled |
UE-121844 | Editor crash on Instanced Subobjects of an outer class in Class Picker |
UE-123546 | Scene is disappeared if mobile ambient occlusion is enabled in 4.27 on IOS |
UE-126108 | Update datasmith/dataprep plugins to take them out of Beta |
UE-122385 | Datasmith Runtime imported Datasmith mesh does not render normal textures correctly |
UE-117105 | Fatal error: /…/Runtime/OpenGLDrv/Private/OpenGLShaders.cpp] ActionRPG crashes on SHIELD Tablet |
UE-126087 | Crash loading a Niagara System when the project contains cooked content that references a Niagara Parameter Collection and Allow Cooked Content In The Editor is disabled |
UE-118489 | Crash interacting with the viewport -vulkan |
UE-118689 | Editor crashes when deleting imported hierarchy in the Rig Hierarchy |
UE-120042 | Crash when attempting change color from Parameter Default tab for MDL material asset |
UE-120116 | Crash on Linux QAGame when Mobile Preview(PIE) is used |
UE-120997 | Crash when attempting to overwrite an nDisplay Config via Content Browser import |
UE-121394 | Crash on Linux after start Python script for set a Level Variant Sets thumbnails |
UE-121485 | No class info found for replicated player controller crash |
UE-121492 | The editor crashes when reopening a Control Rig after undoing an import in that Control Rig |
UE-121551 | USD Stage - Receiving system crash when trying to replace selected actors with single animation skeletal |
UE-121608 | Crash after exiting Play in VR Mode |
UE-123523 | Crash when exposing nDisplay config root properties to RC Preset |
UE-127245 | Lidar - crash when importing some E57 files |
UE-127354 | Editor crashes when imported OCIO assets are interacted with |
UE-127397 | Crash editor after editing property of TwoBoneIK node |
UE-122317 | [CrashReport] UE4Editor-TextureEditor!FTextureEditorToolkit::HandleTabSpawnerSpawnProperties(FSpawnTabArgs const &) [TextureEditorToolkit.cpp:1581] |
UE-118601 | [CrashReport] UE4Editor-NiagaraEditor!UNiagaraNodeDataSetBase::SynchronizeWithStruct() [NiagaraNodeDataSetBase.cpp:307] |
UE-120317 | [CrashReport] FNiagaraScriptExecutionContextBase::Execute |
UE-122306 | [CrashReport] UE4Editor-OpenXRHMD!FOpenXRHMD::DrawVisibleAreaMesh_RenderThread(FRHICommandList &,EStereoscopicPass) [OpenXRHMD.cpp:2991] |
UE-124664 | [CrashReport] static void UE4Function_Private::TFunctionRefCaller<<lambda_f06ac80225d691667414e308847e98ee>,void __cdecl |
UE-126021 | [CrashReport] FColorStructCustomization::OnColorPickerWindowClosed |
UE-126484 | [CrashReport] static void DispatchCheckVerify<void,<lambda_d24db9228de6de8f00fd80737dd7cbe1> > |
UE-126485 | [CrashReport] UE4Editor-Slate!const struct FSlateBrush * TBaseSPMethodDelegateInstance<1,SCheckBox const ,0,FSlateBrush const * __cdecl(void) |
UE-126492 | [CrashReport] UE4Editor-Engine!FSlateTextureRenderTarget2DResource::InitDynamicRHI() [SlateTextures.cpp:342] |
UE-127174 | [CrashReport] UE4Editor-KismetCompiler!static bool DoesTypeNotMatchProperty(class UEdGraphPin *, const struct FEdGraphPinType & const, const struct FEdGraphTerminalType & const, class FProperty *, class FCompilerResultsLog & const, class UClass *) |
UE-120630 | Cannot add DataInstance.Alive to a script graph until it is added through the Parameters panel first |
UE-117923 | Dataprep - Metadata Value tooltip text should be updated |
UE-127201 | Naviswork - wrong number version in runtime info. |
UE-121815 | Datasmith Revit plugin installer does not see Revit 2022 if it is the only version installed |
UE-126064 | DMX - Output Console - Fader labels do not rename properly |
UE-120241 | Long hitch and ensures when applying changes to a Script with disconnected Parameter Map pins |
UE-124945 | Data Interface User Parameter bindings are not editable on non-user versions of the DI |
UE-127200 | Moving or resizing the Sequencer window while recording a take breaks the recording |
UE-125068 | NumericPrice of an item for In-app purchase is 100 times of the correct price |
UE-124614 | [Spatialization Plugins] - Audio output Doesn’t Sound Clear; Doubling Through Master Submix EQ |
UE-121824 | Crash clearing the Virtual Textures that a landscape draws to when sampling it with a Niagara System |
UE-120478 | Entering a cvar in Switchboard via Execute button does not save to list, entering via ‘Enter’ key does |
UE-121224 | Remote Control Web Interface Stacked Color Picker Reset not Functioning |
UE-126575 | Remote Control Template Breaking when CCR Position Transforms Exposed |
UE-126877 | Level Snapshot - Relative location filtering from result view doesn’t work as expected |
UE-119732 | Material of Skeletal Mesh does not render correctly when using multi-UV with ES3.1 and using Render Static |
UE-121242 | r.MobileHDR=0 and r.MobileMSAA=2/4 crashes on iOS |
UE-129499 | Broken CustomDepth for a translucent materials on mobile |
UE-130685 | Bringing up the integrated virtual keyboard on iOS 15 devices causes a crash |
UE-116608 | Creating your first Blank BP project loads into an empty level |
UE-124984 | LiveLink - Message bus sources are not working since recent modifications in Multi-user |
UE-126588 | UE Hang and eventually Crash after enabling Looping in the media track session of a lvl sequencer |
UE-126199 | Modifying a Mesh used by a Mesh Renderer can cause all existing instances of it to stop rendering until the System is manually compiled |
UE-120702 | Importing USD files with blendshapes doesn’t load correctly |
UE-121398 | NV12 format support for DX11 & DX12 RHIs |
UE-129780 | MU / Take recorder - record event is triggered before the sequence asset is transacted to nDisplay nodes |
UE-121201 | nDisplay - Output remap is flipped when using an external file |
UE-114438 | DisplayCluster Editor - Importing an nDisplay config corrupt components |
UE-125142 | Paused Sounds Do Not Have their Channel Map Updated Properly on Device Swap |
UE-120942 | Can’t create new Data Interface parameters through a Set Parameters module |
UE-125087 | HeightFog render error in DX12 |
UE-121493 | Editor crash when ending take recorder take |
UE-121909 | Sequence - Camera export receives double transform from parent hierarchy |
UE-119915 | Game server failed to initialize with Steam when logging an Online Test Presence |
UE-124709 | Fix crash when ending PIE with seamless travel enabled |
UE-125221 | OSS Steam: FUniqueNetIdSteam FArchive serialization broken |
UE-127661 | GI bounces missing from static SkyLight. |
UE-127669 | Height fog removed in split screen when player1 is facing the opposite direction. |
UE-123653 | Unreal Engine deadlocks in AssetRegistery code on AWS when on a 4 core VM |
UE-117439 | Enable and verify raytracing on WinGDK |
UE-126913 | Unnecessary error warning firing when dragging in widget archetypes derived from C++ UserWidgets. |
UE-121160 | Landscape Distance Fields artifacts using DX12 |
UE-124700 | UBT crashes on Mac if a project includes the Launch module as a dependency |
UE-126786 | ImgMedia does not build on Mac |
UE-126882 | Engine.Emitter.SimulationPosition is not correct for Emitter Spawn and Update stages |
UE-109049 | Compile on load crashes for classes within an abstract class |
UE-116743 | UVs editing dont update from Rhino using direct link |
UE-121950 | Saved MRQ deactivates sequences after render finishes. |
UE-124540 | Sketchup: Autosync does not take effect on color / material change |
UE-121781 | MediaFramework - Webcam Video input shows as black in Media Player |
UE-125141 | Fatal Error: FMallocBinned2 Attempt to realloc an unrecognized block when exiting a packaged game that has the Bink Media plugin enabled |
UE-122125 | USD - Kitchen Set scene importing with 900+ meshes |
UE-116230 | Static Mesh - LOD Groups - Reimporting LOD Group prompts a Popup Window to clear LOD Group |
UE-125906 | Android Vulkan SM5 crash at startup |
UE-127910 | iPhonePackager code signature not supported by iOS 15 |
UE-117500 | Out-of-bounds read caused by improper return size from FSocketSteam::RecvFrom in Unreal Engine |
UE-87625 | Graphic Corruption appears rendered to the left-eye during head movement on a packaged Quest build of TM-StereoLayers-GearVR or TM-MotionControllers |
UE-103190 | Compute Weighted Normals Checkbox not updating on Reimport |
UE-110249 | MoviePipeline: Disabling Auto Exposure in Project Settings not respected |
UE-114069 | Occasional crash when attempting to in-app purchase on Android device |
UE-116304 | Remote Control Preset - Selected Group should be highlighted |
UE-117754 | Mistyping in StringArray category upon creating a new custom Dataprep filter |
UE-117886 | Rebuild MTLPP as Universal 2 binaries |
UE-117917 | Module behaves differently whether emitter is set to CPU vs GPU mode |
UE-117933 | Content Browser doesn’t refresh when creating Data Table from Data Prep editor |
UE-118065 | Two select outlines are shown when selecting Lidar points |
UE-118267 | Select overlapping actors does not select actors that are fully inside over actors |
UE-118534 | Remote Control API - WebApp should use preset id, instead of name |
UE-118626 | Media Track looping section not updating media after its initial loop |
UE-118788 | Validation error when trying to create sRGB textures at startup |
UE-118813 | Editor freezing after dragging AnimInsights utrace into the insights window |
UE-119232 | Remote Control API - if numeric value is invalid, json is not valid |
UE-119377 | ARCore plane orientation isn’t handled in platform agnostic AR API |
UE-119581 | Can’t zoom and pan to accurately select point during nodal calibration |
UE-119666 | Crash when importing FBX through Editor Utility Widget |
UE-119685 | Level Snapshots - Collections do not appear when world object’s collection property has no members but snapshot’s object’s does |
UE-119752 | USD Export/Import and Adjacency Buffers |
UE-119760 | Level Snapshots - Checked States of nested scene components are not updated when unchecking actor group |
UE-119795 | Menu button is missing on Mac UI in the Timing Insights tab |
UE-119873 | Viewport shakes when Color Correct Region properties are set to extreme values |
UE-120160 | Rendering from the Movie Render Queue at runtime while using the current level will fail, even when the levels match |
UE-120178 | Changing the Normal Import Method on a mesh is not repected when the uasset is re-imported. |
UE-120191 | Import a Static Mesh with High Detail LOD seems to force Compute Normals and Tangents no matter the GUI setting |
UE-120401 | Viewport’s OverlapOrder parameter doesn’t work |
UE-120483 | Movie Render Queue does not render letterboxes to exports with sensor aspect ratios between 16:9 and 1:1 |
UE-120525 | Project Settings’ link in Android Android Developer Page on Iconography links to a 404 webpage |
UE-120826 | USD CineCamera USDStage xform |
UE-120886 | Collaborative Viewer - dataSmith Run time only in Fly Mode |
UE-120893 | MotionController Device Visualization controller models aren’t aligned 1:1 with their physical counterpart |
UE-120925 | USDStage - Inconsistent Behavior Saving Animation on USDStage Actors back to USD |
UE-120991 | Assertion Error Thrown when client using Epic Online Services uses the quit button while in a match |
UE-121012 | Hang On Cook in Audio Capture Timecode Provider |
UE-121089 | Water_Material crashes editor when adding Scene Depth Without Water node |
UE-121158 | Mobile preview with r.MobileMSAA=4 shows a black screen due to mismatched backbuffer and offscreen target format |
UE-121235 | Start in VR crashes when Oculus headset is worn on startup |
UE-121239 | GetMotionControllerData returns OpenXR for device name |
UE-121245 | Ensure when Edit Layers for a landscape is enabled on Linux |
UE-121327 | Remote Control Preset - Crash when packaging project |
UE-121340 | HQ Noise Map artifacting due to reflection capture in forward shading |
UE-121361 | DebugDrawHelper memory leak in editor |
UE-121372 | Niagara Crash : ExportParticleDataToBlueprint module causes buffer overrun |
UE-121399 | Goldenpath Project - Level Snapshot Load/Save filter is not displaying filters already made |
UE-121491 | Editor freezes/becomes unresponsive after rendering through MRQ twice with Overwrite Existing Output disabled |
UE-121508 | Class Viewer Doesn’t Show All Available Classes In Project |
UE-121592 | Variant Manager handling of FRotator is broken |
UE-121846 | EngineTest GLES Assertion failed: StructuredBuffer->GetStride() == 16 |
UE-121867 | Failed to read file warnings for files in …Editor/Slate/Niagara folder |
UE-121870 | Datasmith Tessellation does not work as operator in the visual dataprep |
UE-121925 | VPFullScreenUserWidget crashes when loading another level |
UE-121932 | Switchboard - Device with same IP address as Switchboard should also be eligible for MU server rebuild |
UE-121959 | VR Template: Projectile travels through Static geometry |
UE-121978 | Packaging IPAs over 2GB fail with iPhonePackager |
UE-121979 | mobile deferred shading doesn’t work correctly if pre-pass is enabled. |
UE-122061 | Broken OpenXR API Layers after installing Vive Pro Software |
UE-122111 | OpenXR Play Area Bounds data is inverted |
UE-122123 | Tangent is divided twice by Decimal Rate when importing animation from FBX in Sequencer |
UE-122124 | Curve interpolation settings are forced to change from User to Break when importing animation from FBX in Sequencer |
UE-122158 | Ensure on renaming DataInterface parameter in scratchpad |
UE-122197 | NiagaraDebugger shows same value for all instances |
UE-122198 | SampleSplineRotationByUnitDistance crashes when used |
UE-122226 | Images Rendered out by Movie Render Queue has much more visible Banding issue in gradient |
UE-122382 | Race condition when displaying a stereo layer on the Oculus runtime |
UE-122383 | Performance Issue with Ribbons |
UE-122401 | User can not override cube texture sample |
UE-122409 | Ensure in MovieScenePropertyTrack when packaging |
UE-123536 | WINAPI_PARTITION_GAMES dependency on .\Engine\Source\ThirdParty\Windows\DirectX\Include\d3d12.h |
UE-123543 | PixelStreamingKeyFilter is only one letter works. |
UE-123554 | GameplayCameras plugin LoadingPhase is too late in 4.27 preview 4 |
UE-123593 | Update ARCore SDK to 1.22.0 |
UE-124607 | Editor crash when disabling looping in a nested subscene |
UE-124615 | Handheld AR template not available in AEC and Automotive project categories |
UE-124649 | Incorrect ZLib compression block size on GDK platforms |
UE-124679 | Assert in FVulkanDevice::FVulkanDevice() on Linux w/ Mesa |
UE-124682 | take recorder only recording 24fps |
UE-124737 | Sequencer KeepState behavior can produce unexpected results in low-framerate situations |
UE-124766 | Fix incorrect functions being called for restoring custom subobjects |
UE-124813 | MoviePipeline: Locked master sequences cause shot-section active states to restore incorrectly |
UE-124918 | Specular artifact on IOS if SSAO and MSAA are enabled. |
UE-124929 | Unloaded class is not loaded when recreating snapshot actors |
UE-124962 | Shading normals on foliage instances are incorrect |
UE-124999 | Actors from removed / unloaded levels crash when restoring |
UE-125276 | Test Automation - Filtering out dev content is not working anymore |
UE-126027 | SN-DBS fails to retry task on transient failure like disk space error |
UE-126116 | Camera Calibration - Static Analysis Warning |
UE-126171 | Niagara script DDC Key invalidated by parameter definition link state |
UE-126582 | PinName for Niagara Stack/Select nodes are localized |
UE-126694 | Optimize blit operations and improve GPU utilization on Apple Silicon |
UE-126699 | Phat: Ctrl+a selecting in the skeleton tree of physics asset not showing result in the details panel |
UE-126831 | Take recorder doesn’t stop or finish fully if the panel is not focused |
UE-126885 | Cannot Set Transient Namespace Parameters from Stack Set Parameters Module |
UE-126896 | Race Condition in UBT When Detecting Outdated Actions |
UE-126986 | Easyblend projection doesn’t pickup origin parameter |
UE-127033 | UDN: Ensure fires randomly when playing the game |
UE-127045 | The Documentation URLs for our Datasmith plugins in the UE Plugins window are incorrect |
UE-127110 | Remote Control Panel - Open details button sometimes needs to be clicked twice |
UE-127113 | Reduce size of OpenXR device assets |
UE-127118 | Always show Light needs to be rebuilt after building light |
UE-127175 | Add character conversion to avoid player name character errors |
UE-127199 | USD - UDIMS are not loading |
UE-127279 | Pressing ‘l’ should play forward at the initial speed when the sequence is not playing |
UE-127437 | Crash when cooking Skeletal Meshes with MorphTargets who’s target is not the running platform |
UE-127444 | Remote Control - Remote Control servers are started automatically in - game which causes issues when launching the editor with switchboard |
UE-127451 | need to make some private header change for AMD’s FSR plugin coming in 4.27.1 |
UE-127643 | Viewports render target cleaned up after copied to the BB texture |
UE-127646 | Dome projection policy crash |
UE-127698 | Inconsistent results with groom decimation |
UE-127962 | EHMDTrackingOrigin Enum isn’t used correctly |
UE-129046 | Fix crash when re-instancing BP after running incremental GC |
UE-130723 | Building for iOS using Xcode 13 causes Unsupported Legacy Build System Error |
we do it so they are aware of bugs we find. a bug report goes directly to the devs and without them they wont know you found a bug.
Another issue with 4.27 that we encountered in our Paper2D game is that tilemap editing breaks when a tilemap grows too large in the Y direction (too deep). When that happens, tiles cannot be selected or edited when viewing the tilemap with the default viewport Orthographic, Right).
After a lot of debugging we figured out that it was due to the raycast that figures out which tile is underneath the cursor doesn’t start from in front of the tilemap object. This means that the raycast always misses and nothing can be selected.
This happens when a tilemap grows to above 300-400 units deep in the Y direction. We have tilemaps with 12-15 layers, with 32 units of separation between each layer, so this happens for us with pretty much all our tilemaps.
Why does this happen? Well, the raycast starting position is determined based on the Bounds of the tilemap object (for some reason).
Our solution was to modify GetDesiredFocusBounds()
in TileMapEditorViewportClient.cpp
as so:
FBox FTileMapEditorViewportClient::GetDesiredFocusBounds() const
{
FBox Bounds = RenderTileMapComponent->Bounds.GetBox();
Bounds.Min.Y = 0.f;
Bounds.Max.Y = 0.f;
return Bounds;
}
This makes the raycast start from Y=0 regardless of the size of the tilemap, and now the raycast hits regardless of the size of the tilemap.
UE-111807 seems to be fixed for 4.27.1-release (related commits were merged and the status says it’s fxed), but it is missing from that list and also says its target is 5.0 on the issue tracker.
WTF?
Steam is still Broken even after the Hot Fix. When will this be Resolved???
@Amanda.Schade It would be great to hear what’s going on with the Path Tracer and GPULM for AMD 6000 series cards. It used to all work on 4.26, now on 4.27/5 only realtime RT works. TDR settings don’t effect the DXGI_ERROR_DEVICE_HUNG that happens.
The Steam issues are also pretty severe. Broken Create Session BP node, SteamAuth kicking, SteamSockets.
I’ve tried submitting bug reports for everything.