Unreal Engine 4.9 Released!

New Fresh 4.9.1 Project with no starter content, First Person template: First thing that popped up was a loaderror: Failed import fort SkeletalMeshComponent

I still have the aliasing issue like koola and the performance is still 15 to 20 FPS lower than on 4.83…

I still have the problem in 4.9.1 that if I compile one BP (which has a lot of childs) then one child turns dirty (so compile fails) and I have to open the BP of the child and compile it manually (then compiling works). It’s a cyclical dependency issue since in the child I am spawning an actor which is child of itself (child of the child of the parent) and store this actor reference in a variable of the parents type. I already got this bug in 4.8 and I really hoped these annoying cyclical dependency issues would be finally fixed in 4.9… :frowning:

Sadly,turning on DOF on metal enabled ios devices will still crashes the game in 4.9.1

Me too!

Still got this problem too (HUD DrawMaterial() unable to render translucent material).

Hi everyone,

Please keep in mind that hotfixes are typically for major crashes and bugs that are affecting large numbers of users. All bugs that were addressed within a hotfix are listed on the hotfix release notes. If you do not see a fix for specific bugs there, it is probably not going to be within that hotfix and either may be in a later hotfix or a later release build.

With that said, if you do have a bug or crash, please report it to the answerhub in the bug reports section. There is a link to the bug reports section in my signature.

We know Adam. We just want you to know what we are experiencing with our projects so the team at Epic has some more information to go one during their bug fixes.

Sadly,turning on DOF on metal enabled ios devices will still crashes the game in 4.9.1

Any information on that?Thanks!

Are you talking about LONG directory names? Like F:\Perforce\Nsomnia-PC-Workspace\SeptJam\Content\Blueprints\Widgets\HUD\mainHUD.uasset?

Hi Nsomnia,
I had even longer ones. The sad part was that many of the items the engine picked on weren’t even in use by my project, they where included in parts of assets packs that I didn’t use. Next time I plan on putting together my GameJam project and doing a compile right from the start to see where there are problems with the assets packs. While I was able to delete some of the stuff, other items where it use which made things problematic at best. And I did try to fix it which ended up killing the project at about 4pm. It took me another 4 hours to restore stuff back into working order in the editor but compiling it still down at this time.

Something else to keep in mind that when you have compile times in the 2+ hour range, you don’t have many tries at getting right on Sunday. Add to it the fact that it takes me 5+ hours to upload a GameJam project means that it has to be working for me at 3 MST time to make my deadlines. Of course, that’s part of the challenge of building a game that’s interesting. At least the good news is that I probably wouldn’t have that issue next month when it counts as I’ve learned that lesson this month. So it’s not all bad news. I did learn a bunch of cool stuff with level design so I’m still happy with the results. If you want, there is a developer video of the game I built at the following link.

Let me know what you think of the video as that’s all I am going to get for this months efforts. I thought I managed to get some really cool lighting effects on this project.

If you can’t cut the directory names length


a drive letter to the highest meaningful directory (ie. the projects dir) might be of great help.

Amazing, good work :D!!

Can someone clarify what “Rev Oculus SDK to 0.7 / 0.6.18” means?

Particularly the Rev. I have yet to update my Oculus runtime to 0.7 (still working on 0.6), because i’ve heard UE4.9 wasn’t yet fully compatible. Am I wrong? Would it be wise to update to 4.9.1 and runtime 0.7? Any performance gains?

With 4.9.1, we have updated the Oculus runtimes to 0.7.0 (Desktop) and 0.6.1 (Mobile)

Thank you thank you thank you for this quick fix Epic. Downloading now to check it out :smiley:

Didn’t tried 4.9.1 yet, but let me thank you by 4.9.

  • UMG looks a lot more responsive.
  • A “LOT” from my Log warnings gone away, I just still with a boring one when using CreateDynamicMaterialInstance( ) with some skeletalmeshes dunno if is caused by the parentmesh from the component having more materials because Cloth or 2Sided Mats. But nothing serious.
  • Did you changed the dynamic shadows? Could be just me, but they looks a lot more defined!
    Among others…

Thank you!

Hi all,
it seems that 4.9.1 doesn´t allow loading of animated FBX files?

Please post this to the answerhub in the bug reports section so we can assist you more in depth. You can find a link to the bug reports section in my signature.

thanks, will do so. :slight_smile:

4.9.1 Works! (pretty much)
thanks for all the work Epic people

quick test game in this build and it only crashed once :slight_smile: