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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Ferox repliedYes, 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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wilberolive repliedOriginally 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.
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GBX_botman repliedOriginally posted by wilberolive View PostAppears 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.
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ryanjon2040 replied -
wilberolive repliedAppears 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.
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UnrealEnterprise repliedOriginally posted by Kinq_CanoHello guys i need help i cant join in fortnite and dont know why?
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Elvince repliedAny ETA for 4.20? is there another preview round planned before the release?
Thanks,
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wilberolive repliedQuick 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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wilberolive repliedI 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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William K repliedOriginally 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.
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