Unreal Engine 4.9 Preview

Any suggestions on how we can specifically test the DX12 features in UE4 4.9?

Wow… how do I go about fixing these?

Also, this project does NOT build at all. I can’t package it.



MainFrameActions: Packaging (Android (DXT)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Android (DXT)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (DXT)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (DXT)): Program.Main: ERROR: Exception in mscorlib: Illegal characters in path.
MainFrameActions: Packaging (Android (DXT)): Stacktrace:    at System.IO.Path.Combine(String path1, String path2)
MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.UE4Build.XGEConsoleExe()
MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
MainFrameActions: Packaging (Android (DXT)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
MainFrameActions: Packaging (Android (DXT)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (DXT)):    at BuildCommand.Execute()
MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.Program.Main()
MainFrameActions: Packaging (Android (DXT)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (DXT)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
MainFrameActions: Packaging (Android (DXT)): Domain_ProcessExit
MainFrameActions: Packaging (Android (DXT)): copying UAT log files...
MainFrameActions: Packaging (Android (DXT)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (DXT)): BUILD FAILED
PackagingResults:Error: Error Unknown Error


Trying to see if the new Android Works stuff works with debugging since previous versions just don’t work for me, not a great start :frowning:

EDIT: Also, wow this page really slows my browser down for some reason…

EDIT #2: Now going to try building for Visual . Getting a huge list of deprecated warnings and also getting some VERY odd errors about variable declaration being done more than once (even though it definitely isn’t!)

So Packaging seems to be broken completely for me. I can deploy in Visual to Android using the new (THANKYOU) NSight Tegra Debugger, but in editor I get a failed log. I suspect this is due to the list of Deprecation Warnings, and possibly the fact that the clang compiler now seems to run with -WShadow. I can see why, but I think that should really be an option you can turn off somewhere, because it’s perfectly acceptable to have those kinds of variables normally right?

Additionally, any game I deploy to Android currently crashes in GenericPlatformMemory.cpp - Line 77. This is with any game, even a default Unreal Project.

Edit: Packing in Editor for Android is completely broken. Created a new Flying C++ Template and tried to build for Android (DXT) - instantly fails.

Hi ,

The Program.Main: ERROR: Exception in mscorlib: Illegal characters in path. issue looks to be a problem with the new code to break out the PATH environment variable to try locating xgConsole.exe.

You can work around this for now by changing XGEConsoleExe in Engine/Source/Programs/AutomationTool/UE4Build.cs back to:


		public string XGEConsoleExe()
		{
			return @"C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe";
		}


I’d like to see your PATH variable contents to see why it doesn’t work for you.

[= Babcock;363148]
I’d like to see your PATH variable contents to see why it doesn’t work for you.
[/]

Hey - I can grab those tomorrow for you, where do I find them exactly?

I know that I was also having trouble with Environment Variables when it came to using TADP… Also I thought you may wanna know, I installed the new AndroidWorks system that came with 4.9 - didn’t work with 4.9 of course because of the above problem, but went back to the 4.8 version of my project and the debugger instantly worked. It’s like a transformation…

There are a few issues though. If the engine hits a Breakpoint or a ‘check’, VS doesn’t take you to that location in code, the debugger just stops. You have to check LogCat to figure out where the crash was which unfortunately means you don’t get a callstack to debug the issue further. I did however manage to at least fix the game insta-crashing in 4.8, turns out we had some NAN vectors being generated from our Orbit generator. Took three days but got there eventually :stuck_out_tongue: It seems as if the PC / Windows .exe can gracefully handle NAN’s when they’re generated, but the Clang-compiled version doesn’t like them at all…

Is the debugger meant to just exit like that, or should you hit checks / breakpoints in Unreal as well? This is 4.8 of course, so I imagine that version isn’t fully integrated with Android Works yet…

[=Bladerskb;361942]
Engine crashes when I attempt to copy a texture sample from one material editor to another.


Unknown exception - code 00000001 (first/second  not available)

"Assertion failed: TextureReferenceIndex != INDEX_NONE [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\HLSLMaterialTranslator.h

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Engine!FHLSLMaterialTranslator::Texture() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:2717]
UE4Editor_Engine!FHLSLMaterialTranslator::CallExpression() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:1386]
UE4Editor_Engine!FExpressionInput::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:63]
UE4Editor_Engine!UMaterialExpressionFunctionInput::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialexpressions.cpp:7563]
UE4Editor_Engine!FHLSLMaterialTranslator::CallExpression() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:1386]
UE4Editor_Engine!FExpressionInput::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:63]
UE4Editor_Engine!UMaterialExpressionTextureSample::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialexpressions.cpp:1314]
UE4Editor_MaterialEditor!FMatExpressionPreview::CompilePropertyAndSetMaterialProperty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:143]
UE4Editor_Engine!FHLSLMaterialTranslator::Translate() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:277]
UE4Editor_Engine!FMaterial::BeginCompileShaderMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1434]
UE4Editor_Engine!FMaterial::CacheShaders() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1377]
UE4Editor_Engine!FMaterial::CacheShaders() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1289]
UE4Editor_MaterialEditor!FMaterialEditor::GetExpressionPreview() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3705]
UE4Editor_MaterialEditor!FMaterialEditor::RefreshExpressionPreviews() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3650]
UE4Editor_MaterialEditor!FMaterialEditor::UpdateMaterialAfterGraphChange() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3459]
UE4Editor_MaterialEditor!FMaterialEditor::PasteNodesHere() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3409]
UE4Editor_MaterialEditor!FMaterialEditor::PasteNodes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3306]
UE4Editor_MaterialEditor!TBaseSPMethodDelegateInstance<0,FMaterialEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_MaterialEditor!TBaseSPMethodDelegateInstance<0,FMaterialEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:206]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:150]
UE4Editor_GraphEditor!SGraphEditorImpl::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\grapheditor\private\sgrapheditorimpl.cpp:66]
UE4Editor_Slate!<lambda_4f604f87f3ce3f5c3b6a1447676ad634>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3913]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_4f604f87f3ce3f5c3b6a1447676ad634> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_4f604f87f3ce3f5c3b6a1447676ad634>,FKeyEvent>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:196]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3914]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3836]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1259]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1708]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2376]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

[/]

Hi Bladerskb -

Can you let me know exact what type of material (material attributes) which you are copying from and pasting into? Also are you using a project that has been converted from 4.8.X or a fresh project from 4.9? As much information as you can give me for a reproduction would be helpful.

Thank You -

Ketchum

Small bug in preview 4: When adding a TextRender component to a blueprint actor and changing its text value, it won’t update the change in the blueprint viewport until you save and close the blueprint, then re-open it.

Not sure if it is intended but if I edit axis or action mappings and have some groups closed and I add a new mapping to an opened group, several other groups open up themselves.
This can be quite annoying if you have many groups with multiple mappings…

EDIT: Another bug:
The array get input pin is hard to plug in:

Was the issue of red screen of Nexus 9 solved in this Preview 4?
I can’t build with VS2013.

[=Mosel3y;363822]
Small bug in preview 4: When adding a TextRender component to a blueprint actor and changing its text value, it won’t update the change in the blueprint viewport until you save and close the blueprint, then re-open it.
[/]

Hi Mosel3y,

I was able to reproduce this and have entered a bug report, UE-20355, to be assessed by the development staff.

[=;359053]
Also when packing a game for android the packing seems to hang on:

**MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.08.19-11.15.23:259] 0]LogSavePackage:Warning: Finished SavePackage C:/Users//Documents/Unreal Projects/Balloony PoP Revised 4.9/Saved/Cooked/Android/Engine/Content/EditorMeshes/ColorCalibrator/SM_ColorCalibrator.uasset

**For a very long time compared to Preview3, it does complete build but it’s just something I observed.
[/]

Hey

Have you submitted an AnswerHub for this issue you’re having with Android? If not, could you please create one and provide us with a full .txt file of the error?

Thanks!

Anybody with strange error while pressing “Compile” from Editor?
Just trying to compile a very basic c++ class which was perfectly working on 4.8, but doesn’t on 4.9 due to this strange error:

[]

Warning: Starting HotReload took 0.0s.
CompilerResultsLog: New page: Compilation - Aug 26, 2015, 12:21:57 AM
CompilerResultsLog: Info
CompilerResultsLog: Info Running Mono…
CompilerResultsLog: Info
CompilerResultsLog: Info Setting up Mono
CompilerResultsLog: Info ~/ue4.9-p4/Engine ~/ue4.9-p4/Engine/Binaries/Mac
CompilerResultsLog: Info Compiling game modules for hot reload
CompilerResultsLog: Info Performing 2 actions (8 in parallel)
CompilerResultsLog: Info [1/2] Compile PlayCloud.cpp
CompilerResultsLog: Info [2/2] Link UE4Editor-TestProject-2556-Mac-Debug.dylib
CompilerResultsLog: Info clang: error: no such file or directory: ‘???/Users/marborromeo/Documents/Unreal Projects/TestProject/Intermediate/Build/Mac/UE4Editor/Debug/TestProject/TestProject.cpp.o’
CompilerResultsLog: Info -------- End Detailed Actions Stats -----------------------------------------------------------
CompilerResultsLog: Info ERROR: UBT ERROR: Failed to produce item: /Users/marborromeo/Documents/Unreal Projects/TestProject/Binaries/Mac/UE4Editor-TestProject-2556-Mac-Debug.dylib
CompilerResultsLog: Info Total build time: 12.71 seconds
LogMainFrame: MainFrame: Module compiling took 14.394 seconds
Warning: HotReload failed, recompile failed

[/]

UE4.9 compiled from source (commit f5e5090 - tag 4.9.0-preview-4) on OSX 10.10.4 / XCode 6.4 + custom patch (removed “-fno-rtti” from MacToolChain.cs).

Maybe that “???” in the path is preventing the linker to find the object file? How can i get rid of those question marks?

[=;363972]
Was the issue of red screen of Nexus 9 solved in this Preview 4?
I can’t build with VS2013.
[/]

The red screen on Nexus 9 issue was fixed for 4.9 but a compile issue was introduced for OpenGL ES 3.1 when MSAA support was added. Here is the commit to fix it:

.com/EpicGames/UnrealEngine/commit/7ad908a202fd828eada8d9f6262484c15428e1fa

Are we gonna see Sequencer and the Skeletal Animation Tool in 4.9?

[= Babcock;364425]
a compile issue was introduced for OpenGL ES 3.1 when MSAA support was added.
[/]

Will we also get MSAA support on DirectX, so on desktop platforms? :slight_smile:

[=;364435]
Will we also get MSAA support on DirectX, so on desktop platforms? :slight_smile:
[/]

Personally I dont think so. AFAIK MSAA with deferred shading doesn’t work well(bad performance?). Though I’m not a rendering dude so I might be wrong…

“Level Blueprints can now be communicated with via interfaces using the Get Streaming Level node”

How can I implement these?Thanks!

And there maybe a BUG concerning Decal on mobile,posted here:answers.unrealengine.com/questions/279929/49-decals-on-mobile-bug.html

[=TriNityGER;364443]
Personally I dont think so. AFAIK MSAA with deferred shading doesn’t work well(bad performance?). Though I’m not a rendering dude so I might be wrong…
[/]

I know about the issues regarding MSAA and deferred rendering, but how can they add it on mobile then? Do they not use deferred rendering on mobile?

[= Babcock;364425]
The red screen on Nexus 9 issue was fixed for 4.9 but a compile issue was introduced for OpenGL ES 3.1 when MSAA support was added. Here is the commit to fix it:

.com/EpicGames/UnrealEngine/commit/7ad908a202fd828eada8d9f6262484c15428e1fa
[/]

In first time compile.“Development Editor” “Win64”
I have compile issue even now.

Error 4 error MSB3073: The command “…..\Build\BatchFiles\Build.bat UE4Editor Win64 Development” exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4
Error 1 error C2065: ‘bAttributeLessDraw’ : undeclared identifier G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLCommands.cpp 2803 1 UE4
Error 2 error C1020: unexpected #endif G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLCommands.cpp 2809 1 UE4
Error 3 error : Failed to produce item: G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Binaries\Win64\UE4Editor-OpenGLDrv.dll G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Intermediate\ProjectFiles\ERROR UE4

Edit the"BaseEngine.ini",and compile"Development" “Win64” and “Development” “Android”.
I have lot of error.

Will this finally make my door able to rotate by pressing a key? It’s been bugged for a while I’m pretty sure.