Unreal Engine 4.9 Released!

Really amazing Work!Thank you!Epic!!

Checked in 4.9 and my AA doesn’t display same problem as yours, btw.
I like that new TemporalAA is sharper that old version, but I LIKED that softer version as well. Is there a switch that can toggle two methods?

Regarding VR:

So you really did it. UE-19533 (reported 08-03) wasn’t fixed in Preview 2-4 and is still in final. That’s gonna be a lot of fun for all VR developers…


BTW: What about implementation oflate-latching (first mentioned in March). Was reported to save about 30-40% performance in VR mode (according to). Any news on this?

This update seems insane! So many changes!

math expression node alone makes me happy. That alone will make blueprints a ton more flexible.

I cant compile my project for android ! :((((((((((((((((((((((((((((

MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: Execution of commandlet took: 160.45 seconds
MainFrameActions: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 171,3698018s to run UE4Editor-Cmd.exe, ExitCode=1
MainFrameActions: Packaging (Android (ETC2)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Android (ETC2)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (ETC2)): Program.: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (ETC2)): Program.: ERROR: Exception in AutomationScripts.Automation: Cook failed.
MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)): w BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)): w BuildCommand.Execute()
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.MainProc(Object )
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.InternalUtils.RunSingleInstance(Action`1 , Object )
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for X:\Users\Documents\Unreal Projects\THE_BALL_3.9\TINY_BALL2.uproject; see log C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\X+Program+Files+Unreal+Engine+4.9\Cook-2015.08.31-17.53.23.txt
MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
MainFrameActions: Packaging (Android (ETC2)): w Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ETC2)): Program.: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
MainFrameActions: Packaging (Android (ETC2)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ETC2)): copying UAT log files…
MainFrameActions: Packaging (Android (ETC2)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure

[=;368462]
I cant compile my project for android ! :((((((((((((((((((((((((((((

MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: Execution of commandlet took: 160.45 seconds
MainFrameActions: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 171,3698018s to run UE4Editor-Cmd.exe, ExitCode=1
MainFrameActions: Packaging (Android (ETC2)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Android (ETC2)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (ETC2)): Program.: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (ETC2)): Program.: ERROR: Exception in AutomationScripts.Automation: Cook failed.
MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)): w BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)): w BuildCommand.Execute()
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.MainProc(Object )
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.InternalUtils.RunSingleInstance(Action`1 , Object )
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for X:\Users\Documents\Unreal Projects\THE_BALL_3.9\TINY_BALL2.uproject; see log C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\X+Program+Files+Unreal+Engine+4.9\Cook-2015.08.31-17.53.23.txt
MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
MainFrameActions: Packaging (Android (ETC2)): w Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ETC2)): Program.: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
MainFrameActions: Packaging (Android (ETC2)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ETC2)): copying UAT log files…
MainFrameActions: Packaging (Android (ETC2)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure
[/]

Hi ,

Please post this to answerhub in packaging and deployment section so we can assist you more in depth. If you feel this may be a bug, please post it to bug reports section (link in signature).

Thanks much.

UE-16307 Sphere Mask using Absolute World Position not rendering in ES2 (Android or)

I think this is still not fixed in 4.9 release…I have packaged for my, material using these still does not show…
And once I enable DOF for my iphone 6 plus, game still crashes immediately…

[=;368467]
UE-16307 Sphere Mask using Absolute World Position not rendering in ES2 (Android or)

I think this is still not fixed in 4.9 release…I have packaged for my, material using these still does not show…
And once I enable DOF for my iphone 6 plus, game still crashes immediately…
[/]

Hi ,

This is still under assessment by development staff, it is marked as major but I don’t have a timeframe of when a fix will be implemented.

How do I go about changing number of processors to use for Building now? UBT is throwing me this error:



1>EXEC : error : XmlConfigLoader: Reading config XML failed:
1>  C:\Users\\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml(3):  element 'Configuration' in namespace 'https://www.unrealengine.com/BuildConfiguration' has invalid child element 'MaxProcessorCount' in namespace 'https://www.unrealengine.com/BuildConfiguration'. List of possible elements expected: 'HTML5Platform, UEBuildConfiguration, BuildConfiguration, WindowsPlatform, WinRTPlatform, RemoteToolChain, IOSPlatform, IOSToolChain' in namespace 'https://www.unrealengine.com/BuildConfiguration'.
1>  Performing full C++ include scan (building a new target)


Mo-mo-mo-monster-post-post-post. Awesome work guys, thanks!

Btw, I found a Typo - can I keep it? :slight_smile:
In Blueprints, you can now spawn baser object types (not just actors/components).
(at least it sounds strange to me)

That was amazing. :open_mouth:

[=;368462]
I cant compile my project for android ! :((((((((((((((((((((((((((((

MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: Execution of commandlet took: 160.45 seconds
MainFrameActions: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 171,3698018s to run UE4Editor-Cmd.exe, ExitCode=1
MainFrameActions: Packaging (Android (ETC2)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Android (ETC2)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (ETC2)): Program.: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (ETC2)): Program.: ERROR: Exception in AutomationScripts.Automation: Cook failed.
MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)): w BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)): w BuildCommand.Execute()
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.MainProc(Object )
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.InternalUtils.RunSingleInstance(Action`1 , Object )
MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for X:\Users\Documents\Unreal Projects\THE_BALL_3.9\TINY_BALL2.uproject; see log C:\Users\AppData\Roaming\Unreal Engine\AutomationTool\Logs\X+Program+Files+Unreal+Engine+4.9\Cook-2015.08.31-17.53.23.txt
MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
MainFrameActions: Packaging (Android (ETC2)): w Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Android (ETC2)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (ETC2)): Program.: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
MainFrameActions: Packaging (Android (ETC2)): Domain_ProcessExit
MainFrameActions: Packaging (Android (ETC2)): copying UAT log files…
MainFrameActions: Packaging (Android (ETC2)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (ETC2)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure
[/]

I had ta similar when I upgraded to 4.9, Babcock started helping me with it but i never found out why it was a problem, or where Path Variables are. See here, apparently it’s a temporary fix of some kind:

If that doesn’t help you, it looks like a cooking issue. Check your content for Compiler errors.

So, my scroll wheel is broken now…

To involved: thanks for all improvements. There are plenty of shy, quiet folks like me out there that are incredibly grateful for continued hard work. Popping in to say thank you, and to ask a quick question.

Re: actor tick interval update:

I might be missing it, but is there a way to set interval through Blueprints? Maybe it has a unobvious name, but I couldn’t find anything under “interval” (with context sensitive turned off).

Thanks in advance, and congrats on release.

[=;368496]
So, my scroll wheel is broken now…
[/]

+1. Fantastic new features that I am waiting to try out, though I still would like a few more improvements on math expression node :stuck_out_tongue: Quick question, do you guys notify us on our Answer-hub bug reports when a bug we reported is fixed?

[= ;368453]
Checked in 4.9 and my AA doesn’t display same problem as yours, btw.
I like that new TemporalAA is sharper that old version, but I LIKED that softer version as well. Is there a switch that can toggle two methods?
[/]

I have tried with a new scene with starter content, It’s very subtle but it’s here.
On some of my scene it’s really noticeable (and ugly) :frowning:

This is too bad, there is some really cool features in this version.

In a new scene :
http://tof.canardpc.com/preview/88be0ccc-1d71-4113-b561-a997f4c37e17.jpg

Please offer AA filter as option/al. Or even better, offer sample amounts to filter to blur/sharpen image. Would be silly to run another PostProcess like gaussian blur to get softness back :stuck_out_tongue:

Great and impressive work as always! Im mostly pshyced about network improvements! However I find this slightly confusing:

"
New: Added a file NetConstants.h which holds MAX_PACKET_SIZE which can be changed to update MTU. Changed MTU from 512 to 1000.

Changed MTU back to 512 from 1000 as discussions of MTU changes are still happening.

"
So was MTU changed, and changed back? Also why should it not be increased?
Cheers!