Originally posted by Wallenstein
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I'm doing some tests and for now I can't pin-point where the issue is, but 3 projects I have been developing are showing frame rates by half when packaged, not happening in editor thou. I think it is some issue with material output being doubled, which is a severe regression issue. The development was being made in 4.17 and I am doing the tests on 4.18 and 4.19 to be sure it appeared only in this 4.20p1. Once I finished these tests I will start to mess with the materials and see where the issue is, but I can tell pretty much it is with CustomNode node, going to make a small project showing the issue and reporting with the submission form.Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
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Nice, love your work. But I'm still on 4.15
https://issues.unrealengine.com/issue/UE-43093 Is this going to be backlogged or? Just wondering because it keeps getting put back.
https://issues.unrealengine.com/issue/UE-58673
https://issues.unrealengine.com/issue/UE-58676 These seem a bit prohibiting for an upgrade!
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We've seen some reports of Niagara crashing when you create an emitter. This is due to an unresolved bug where the project isn't getting the proper config options copied over. The fix is to go into the Project Settings for Niagara Editor and import the following config file. You'll need to rename the file from .txt to .ini.Attached Files
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Originally posted by Deathrey View Post4.20p1 still has huge memory leak and stuttering on a range of machines.
Originally posted by TheJamsh View Post
This one worries me. I suspect it's due to all the rendering changes in 4.19 for Temporal Upsampling etc...
Could it be this? https://issues.unrealengine.com/issue/UE-58673Originally posted by Deathrey View Post
The issue was introduced somewhere between 4.18.2 and 4.19.0 inclusively.
That ticket has the same symptoms, but It is not restricted to UMaterialBillboardComponent only.
The best summary that can be given is as follows:
Range activities on certain combination of hardware and software cause progressively deteriorating hitching and memory leak, both in editor and shipping configuration cooks.
Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Originally posted by Nicolii View Post
Interesting....
Any chance that this can be expanded upon? It's currently very vague.Tim Hobson | Learning Resources | Epic Games
UE4 Documentation
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Originally posted by BesuBaru View PostNice! Any update on dynamic resolution scaling on PC?Tim Hobson | Learning Resources | Epic Games
UE4 Documentation
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I'm running into a couple of weird issues. It seems like the "depth blur" settings in CircleDOF no longer work at all, which is a shame, since I like being able to have some blurriness on both the background and foreground, but the minimum F-Stop value of 1.0 makes this essentially impossible.
Also, at least one of my levels seems to have lightmap corruption after porting it to 4.20. It's possible that this is something specific to my project, but it's definitely strange. Most things look fine, but a few surfaces are inexplicably either solid black or extremely bright.
I'm curious about the hitching/memory leak issues that a lot of people are reporting, since I haven't been able to reproduce that at all across multiple machines. It seems like the issue might be difficult to track down if it's really inconsistent.
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please fix this too:
https://answers.unrealengine.com/que...al-instan.html
https://answers.unrealengine.com/que...-surfaces.html
and add this:
https://answers.unrealengine.com/que...ognize-it.html
thank you
Igor, swamper, sole proprietorship
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Originally posted by RoccoFX View PostI hope.... Finally...
Unreal adds: Directional Gravity for Characters.
It has been requested since forever, to enable character BP to walk around spherical planets for sinlge player and multiplayer, right now it´s only posible with paws,
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I'm getting a lovely bug where the whole editor UI goes super bright. It's like every element is getting a brightness tint applied. Any one else running into that?
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One more version where CLion integration is brokenHave to generate stuff manually again.
Still getting the following with 4.20 Preview 1:
Code:/Users/Shared/Epic_Games/UE_4.20/Engine /Users/Shared/Epic_Games/UE_4.20/Engine/Binaries/Mac ERROR: UnrealBuildTool Exception: Unhandled project file type 'CLion
https://issues.unrealengine.com/issue/UE-54794
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I would like to point out that an early version of the Geo 2.0/Mesh Editor is in this version! You can enable it by entering this command "MeshEditor.Enable"
There's also a lot of new Blueprint nodes as well under "Editable Mesh" which are related. I don't know how to use these though.
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