Unreal Engine 4.27 Released!

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 :man_shrugging:

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.

1 Like

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.

1 Like

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)

1 Like

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;
2 Likes

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 Numeric​Price 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
5 Likes

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.

3 Likes

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. :slight_smile:

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???

3 Likes

@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.