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    Originally posted by Raildex_ View Post
    Something is horribly wrong with your QA if every preview has over 100 fixes tbh.
    Man, that's exactly what Preview phase is for. Testing and bug fixing.
    If there are bugs reported during "beta phase", QA works fine...
    Last edited by Doctor Ergot; 06-20-2018, 07:13 PM.

    Comment


      Originally posted by RVillani View Post
      Not even starting the Launcher as Admin?
      Even launching a `UE4PrereqSetup_x64.exe` as Admin...

      Twitter | MinimalUI UE4 Editor Theme
      Dark Themes for: Forum | AnswerHub | Everything else

      Comment


        Hey guys.. i just realized that 4.20 won't give the option to not use compilation manager anymore... but on 4.17/4.18 the compilation manager didn't respect the Interface used for custom compilers...

        Did they fix this on 4.20? or will the support for custom compilers be destroyed?

        NVM: they added it on 4.19.. we have to register it on the FKismetCompilerContext now.. my bad
        Last edited by HeavyBullets; 06-21-2018, 12:01 AM.

        Comment


          Originally posted by Raildex_ View Post
          Something is horribly wrong with your QA if every preview has over 100 fixes tbh.
          We are their true QC - lets help making UE4 more robust!

          Comment


            It seems like questions about AR/XR stuff get ignored all the way. Can we have any kind of info in regards to AR implementation in the engine ? Apple ARKit plugin still is at beta 0.1 whereas ARKit 1.5 is available for quite some time now ? Are there plans to add 1.5 SDK or simply skip and ship 2.0 SDK in 4.20 release ? Furthermore will 1.5 or 2.0 be added throughout preview builds ?
            VR/AR Development [Portfolio | YouTube | LinkedIn]

            Comment


              I got the new Maya Livelink feature working great with Maya 2018 and UE4 4.19, but it's only streaming the skeletal mesh bone animation data. Is it possible to stream the Maya blendshape slider data to UE4 also or not at all?

              Comment


                why not support dynamic spotlight on android?
                like flashlight etc...

                Comment


                  Packaging shipping AR project for iOS using remote Mac build fails:- (4.20p3)
                  Code:
                  UATHelper: Packaging (iOS):   LogInit: Display: LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False
                  UATHelper: Packaging (iOS):   LogInit: Display: LogLinker: Warning: Can't find file '/Engine/Tutorial/Paper2D/SpriteEditorTutorial'
                  UATHelper: Packaging (iOS):   LogInit: Display: LogUObjectGlobals: Warning: Failed to load '/Engine/Tutorial/Paper2D/SpriteEditorTutorial': Can't find file '/Engine/Tutorial/Paper2D/SpriteEditorTutorial'
                  UATHelper: Packaging (iOS):   LogInit: Display: LogUObjectGlobals: Warning: Failed to find object 'Class /Engine/Tutorial/Paper2D/SpriteEditorTutorial.SpriteEditorTutorial_C'

                  Comment


                    4.20.1 preview introduced physX crash. If characters some how interact with physics at firsts frames of game game just crash. This happens on PC and ios at least.
                    "Exception thrown at 0x00007FF8BF8E6E8C (PhysX3PROFILE_x64.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x00000173DAF90000."
                    This happen at PhysXCollision.cpp line 1586.
                    Code:
                    FScopedSQHitchRepeater<decltype(POverlapBuffer)> HitchRepeater(POverlapBuffer, PQueryCallback, FHitchDetectionInfo(PGeomPose, TraceChannel, Params));
                    do
                    {
                       SyncScene->overlap(PGeom, PGeomPose, HitchRepeater.GetBuffer(), PQueryFilterData, &PQueryCallback);
                    } while (HitchRepeater.RepeatOnHitch());
                    Edit: Minimal repro is here.
                    Minimal test project. Crash everytime when running with debug editor.
                    https://drive.google.com/open?id=18W...Sc24CKsviECyoy
                    Bug already submitted.
                    Code:
                    LoginId:5771b8284d149fa8aa0351806d3e7856
                    EpicAccountId:f54967f1a21c4c0687a1d0a49277e69e
                    
                    Access violation - code c0000005 (first/second chance not available)
                    
                    PhysX3PROFILE_x64!physx::Sq::IncrementalAABBPrunerCore::updateMapping() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\physx_3.4\source\scenequery\src\sqincrementalaabbprunercore.cpp:125]
                    PhysX3PROFILE_x64!physx::Sq::IncrementalAABBPrunerCore::updateObject() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\physx_3.4\source\scenequery\src\sqincrementalaabbprunercore.cpp:245]
                    PhysX3PROFILE_x64!physx::Sq::AABBPruner::updateObjectsAfterManualBoundsUpdates() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\physx_3.4\source\scenequery\src\sqaabbpruner.cpp:157]
                    PhysX3PROFILE_x64!physx::Sq::PrunerExt::flushShapes() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:128]
                    PhysX3PROFILE_x64!physx::Sq::SceneQueryManager::flushShapes() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:381]
                    PhysX3PROFILE_x64!physx::Sq::SceneQueryManager::flushUpdates() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\physx_3.4\source\scenequery\src\sqscenequerymanager.cpp:398]
                    PhysX3PROFILE_x64!physx::NpSceneQueries::multiQuery<physx::PxOverlapHit>() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\physx_3.4\source\physx\src\npscenequeries.cpp:730]
                    PhysX3PROFILE_x64!physx::NpSceneQueries::overlap() [d:\build\++ue4+release-4.20+physx_compile\sync\engine\source\thirdparty\physx3\physx_3.4\source\physx\src\npscenequeries.cpp:104]
                    UE4Editor_Engine!GeomOverlapMultiImp_PhysX<0>() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\collision\physxcollision.cpp:1586]
                    UE4Editor_Engine!<lambda_8583924b053123e9013e287b75e00c4f>::operator()() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:4273]
                    UE4Editor_Engine!FBodyInstance::ExecuteOnPhysicsReadOnly() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:3045]
                    UE4Editor_Engine!FBodyInstance::OverlapMulti() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\physicsengine\bodyinstance.cpp:4283]
                    UE4Editor_Engine!UPrimitiveComponent::ComponentOverlapMultiImpl() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:3094]
                    UE4Editor_Engine!UPrimitiveComponent::UpdateOverlapsImpl() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\components\primitivecomponent.cpp:2948]
                    UE4Editor_Engine!UPrimitiveComponent::OnComponentCollisionSettingsChanged() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:957]
                    UE4Editor_Engine!AActor::SetActorEnableCollision() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\actor.cpp:3657]
                    UE4Editor_MyProject7_1348!ASimpleCharacter::Tick() [c:\users\kalle\documents\unreal projects\myproject7\source\myproject7\simplecharacter.cpp:28]
                    UE4Editor_Engine!AActor::TickActor() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\actor.cpp:925]
                    UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\actor.cpp:137]
                    UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
                    UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665]
                    UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574]
                    UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1358]
                    UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:541]
                    UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1448]
                    UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:780]
                    UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1448]
                    UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1691]
                    UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
                    UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3489]
                    UE4Editor!GuardedMain() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
                    UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
                    UE4Editor!WinMain() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
                    UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
                    kernel32
                    ntdll
                    Last edited by Kalle_H; 06-21-2018, 06:03 AM.

                    Comment


                      There was an update to incremental aabb pruner merged right after 4.20.1 preview got released, may be related?

                      Comment


                        Originally posted by HeavyBullets View Post
                        Hey guys.. i just realized that 4.20 won't give the option to not use compilation manager anymore...
                        BTW, it looks like they renamed it and the Compilation Manager will be the only option in 4.21.
                        https://github.com/EpicGames/UnrealE...967e79cbc52547

                        Originally posted by Shin_ji View Post
                        It seems like questions about AR/XR stuff get ignored all the way. Can we have any kind of info in regards to AR implementation in the engine ? Apple ARKit plugin still is at beta 0.1 whereas ARKit 1.5 is available for quite some time now ? Are there plans to add 1.5 SDK or simply skip and ship 2.0 SDK in 4.20 release ? Furthermore will 1.5 or 2.0 be added throughout preview builds ?
                        "Apple ARKit 2.0 / Google ARCore 1.2 preview support"
                        https://github.com/EpicGames/UnrealE...e35bc25dcf051e

                        God bless the public source on GitHub

                        Comment


                          Originally posted by Zeblote View Post
                          There was an update to incremental aabb pruner merged right after 4.20.1 preview got released, may be related?
                          Can you pinpoint this change list?

                          Comment


                            Originally posted by Kalle_H View Post

                            Can you pinpoint this change list?
                            Here: https://github.com/EpicGames/UnrealE...1505188d8e2aca

                            Comment


                              Originally posted by Raildex_ View Post
                              Something is horribly wrong with your QA if every preview has over 100 fixes tbh.
                              Not sure you understand how the preview system works... Preview 1 isn't a release candidate.. its the first public build of that engine version. Subsequent preview releases after Preview 1 are not exclusively fixes to bugs found in Preview 1, they are new build with planned changes that were not included in Preview 1 in the first place.

                              Comment


                                It would be very very cool if they released the Action RPG sample game so we can play around with it with the 4.20 preview even though its not ready yet

                                Comment

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