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  • replied
    RELEASE!

    4.20.0 is now available: https://forums.unrealengine.com/unre...-4-20-released

    I'd like to thank everyone once again who helped us test during this preview, we were able to catch and address a number of issues thanks to you.

    I am now closing this post, please continue any 4.20 discussions on the new thread. And remember, please report any new issues you find to the bug submission form.

    Cheers

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  • replied
    Yes, I got the same package error ETS2:
    UATHelper: Packaging (Android (ETC2)): LogInit: Display: LogObj: Error: LoadConfig (/Script/Engine.Default__RendererSettings): import failed for bEnableAlphaChannelInPostProcessing in: False
    And actually, I don't want to switch to the 4.20 version. And I'll wait for it to work more stable.

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  • replied
    Originally posted by GBX_botman View Post

    There's a memory leak in previous versions of the nVidia driver. If you are using an nVidia card, make sure you update drivers to latest.
    Yep, already running the latest nvidia GeForce drivers, so guess that rules that out. Leak only occurs while a Niagara system is in the level. Delete it from the level and the leaking stops.

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  • replied
    Originally posted by wilberolive View Post
    Appears to be a serious memory leak in Niagara. I created a basic system with particles that should only live for 3 seconds. When added to the scene, I notice the FPS slowly go down from 120 to 5 over a few minutes and task manager just UE4 ever increasing memory consumption.
    There's a memory leak in previous versions of the nVidia driver. If you are using an nVidia card, make sure you update drivers to latest.

    Leave a comment:


  • replied
    Originally posted by Zeblote View Post

    How do you use this thing? It only seems to generate tiny purple dots when I try...


    Same here. No idea how it works. TheJamsh Did you get it working?

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  • replied
    Appears to be a serious memory leak in Niagara. I created a basic system with particles that should only live for 3 seconds. When added to the scene, I notice the FPS slowly go down from 120 to 5 over a few minutes and task manager just UE4 ever increasing memory consumption.

    Leave a comment:


  • replied
    does anyone know about FramePro´╝č

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  • replied
    Originally posted by Kinq_Cano
    Hello guys i need help i cant join in fortnite and dont know why?
    Epic: "Please stay on the line, your call is important to us"...

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  • replied
    Originally posted by Terrian View Post
    Does anyone know how's the virtual texturing implementation going?
    I bet it's not being actively worked on yet.

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  • replied
    Any ETA for 4.20? is there another preview round planned before the release?

    Thanks,

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  • replied
    Quick question regarding Niagara. Will collision filtering be added soon or is it already there somewhere. I got particle collision working, but notice that the particles generate collision events for everything, so the particles collide with the player for example when you might not want them to. I find it strange that collision filtering is not implemented yet, which is why I thought I'd ask.

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  • replied
    Does anyone know how's the virtual texturing implementation going?

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  • replied
    I notice that changes to a ColorCurve in a Niagara emitter doesn't appear to update the mesh particle (with a material using the Particle Color node) until you disable and then reenable the Color module in the stack.

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  • replied
    Failed to Package on Mac for iOS Click image for larger version

Name:	4.20p5.PNG
Views:	3
Size:	97.3 KB
ID:	1502691

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  • replied
    Originally posted by Guillaume.Abadie View Post

    We have not been able to repro this crash. Would you have further information? Config/ directory of your project, or minimal repro project?

    Edit: Reproed this crash, specific to MSAA use in clustered forward renderer. I doubt we can have this fix any time soon, but we would want to have this crash fixed, even if this means post release. Workaround for existing content falling into this case is to fall back to old Circle DOF implementation using r.DOF.Algorithm 0 in your DefaultEngine.ini.
    Ok thanks, Yes MSAA is very important to us glad to know you guys will fix this as we really like the new DOF.

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