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Unreal Engine 4.20 Released!

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    Originally posted by Amanda.Bott View Post
    New: Development Streams on GitHub

    Unreal Engine development streams are now updated live on GitHub. If you want the latest version of development code, you can now pull these streams directly, without waiting for Epic to merge changes from the development teams into our main branch. Note that these streams are live, and have not been vetted by our QA team, which is typically the case in our binary releases or in the main branch.
    Dev-Rendering is still missing, and that's the most important one. Could you please give some rough estimate when Dev-Rendering will be available?
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread:


      • New: Improved SteamVR compositor timing and overall engine performance through more accurate CPU utilization data.
      Could anyone explain what exactly was changed here? How does UE4 have any effect on what the SteamVR compositor reports regarding the frame timing? Does this just mean "We updated the SDK so we get this benefit" or was there actually anything changed in the engine for "Improved SteamVR compositor timing"?
      Easy to use UMG Mini Map on the UE4 Marketplace.
      Forum thread:


        Originally posted by John Alcatraz View Post
        Does this just mean "We updated the SDK so we get this benefit"?
        UE4.20 is using OpenVR v1.0.11. The lastest is 1.0.15 (updated in May with new input system). I think the support was added for a feature already persisted in SteamVR. In 4.20 at start I have the follow message:
        Last edited by YuriNK; 07-18-2018, 05:13 PM.
        Stand-alone mocap app for Vive Trackers:
        Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
        And random stuff at Youtube


          Cannot wait to check the updated Shootergame project !
          LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP


            Originally posted by gameDNA studio View Post
            Epic release as always! Thank you
            yep !

            they are not humans , it's impossible .


              please consider a future livestream covering the Digital Human Improvements .

              this is a game changer !


                Thank you for all of the new updates. The upgrade from 4.19 to 4.20 was a breeze <3


                  iOS Build with Plugin: Google VR enabled will STILL (Bug since 2017) Crash upon launcher on iOS Devices when On Shipping+Distribution...


                    Originally posted by Amanda.Bott View Post
                    The new mesh format is structured internally so that modifications can be made in real-time, even to the most complicated meshes. This forms the basis of a work-in-progress mesh editing feature, which is also scriptable, that will be developed for a future release.
                    i'm just waiting for this release T~T


                      Congratulations, but as per usual, the most important changes only get a footnote. Let's take a looksie...

                      New: Support for writing specific log channels to their own files. Command line usage is as follows, including quotation marks: -LogCategoryFiles="Category1=Filename1, Category2=Filename2"
                      New: Allocator (TNonRelocatableInlineAllocator) which eliminates conditional logic from GetAllocation(), at the expense of not being trivially relocatable. This provides a significant performance increase for allocators that are dereferenced frequently, but prevents instances of it being stored inside other allocators (which are expected to be trivially relocatable by default).
                      New: Added support for importing grayscale PSD images.
                      New: Added the option to close tabs to the right of the active tab.
                      New: Radial Damage multicast delegate has been added to Actor and is consistent with Point Damage.
                      That allocator thing is huge, I'm surprised it isn't getting more love.

                      Edit - And of course this:

                      New: Added a new type of Gameplay Tag called Restricted Gameplay Tag. At runtime, it behaves exactly the same as normal Gameplay Tags, but in the editor, it allows for more control of higher level tags while still leaving flexibility for more specific tags. Restricted gameplay tags are intended for larger projects that want to be able to enforce a high level hierarchy on their tags while still allowing full control and flexibility over lower levels of the tag structure.
                      Last edited by DamirH; 07-18-2018, 08:43 PM.


                        Just upgraded a project to 4.20 and now I get about 40 of these warning messages every time I open the project. Doesn't happen on the 4.19 project.

                        Attempting to load an instance of a transient class from disk - Package:'../../../../../../Users/User/Documents/Unreal Projects/MyProject 4.20/Content/Maps/Test.umap'  Object:'EnvQueryManager_0'  Class:'/Script/AIModule.EnvQueryManager'
                        Any ideas?


                          I get this when running .\GenerateProjectFiles.bat -2017 :

                          PS E:\git\UnrealEngine> .\GenerateProjectFiles.bat -2017
                          Setting up Unreal Engine 4 project files...
                          Binding IntelliSense data... 0%E:\git\UnrealEngine\Engine\Plugins\Runtime\nDisplay\Source\DisplayCluster\DisplayCluster.Build.cs: warning: Referenced directory 'E:\git\UnrealEngine\Engine\Plugins\Runtime\nDisplay\ThirdParty\VRPN\Include' does not exist.
                          Writing project files... 100%
                          Is that ThirdParty directory something that Setup.bat should have pulled in? Setup.bat didn't report any errors.


                          the directory did exist, but had a different capitalization. I was able to run GenerateProjectFile.bat without the warning by renaming E:\git\UnrealEngine\Engine\Plugins\Runtime\nDisplay\ThirdParty\Vrpn to E:\git\UnrealEngine\Engine\Plugins\Runtime\nDisplay\ThirdParty\VRPN .

                          For people running into it it seems to be either an issue with a windows update to WSL:


                          If you do a git checkout it seems to set a case sensitivity flag on any created folders now. This is only an issue if you are using WSL (Windows Subsystem for Linux) to do the git checkout. They have changed it to have this case sensitivity stuff by default all of the sudden.

                          solution is:

                          set /etc/wsl.conf to:

                          Last edited by muchcharles; 07-19-2018, 01:33 PM.


                            Awesome, a few more merge request I made were integrated in 4.20:

                            A few improvements to the Git Plugin:
                            - Git Plugin: configure the default remote URL 'origin' #4434
                            - Git Plugin: replace usage of the 2 cli args "--work-tree" and "--git-dir" by "-C" (fix LFS under Linux) #4431
                            - Git Plugin: fix crash on commit error #4650

                            And for more general Source Control Quality of life:
                            - Source control History Window: enlarge column Description #4665

                            But also, in other area of the Editor:
                            - [Editor UI] Add C++ Class dialog: set keyboard focus and handle Escape & Enter #4565
                            - [Editor UI] Pick Parent Class dialog: set keyboard focus and handle Escape & Enter #4567

                            [Gamedev programmer at Darewise (Paris) - We are hiring]
                            UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
                            UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)


                              Engine crashed at startup

                              Access violation - code c0000005 (first/second chance not available)
                              UE4Editor_Engine!USkyLightComponent::UpdateSkyCaptureContentsArray() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skylightcomponent.cpp:564]
                              UE4Editor_Engine!USkyLightComponent::UpdateSkyCaptureContents() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skylightcomponent.cpp:632]
                              UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1619]
                              UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
                              UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3495]
                              UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166]
                              UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
                              UE4Editor!WinMain() [d:\build\++ue4\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]
                              In this place:

                              [GAME] The Unexpected Quest | [TOOL] Localization UE4


                                Just trying out the new Proxy LOD. When generating Hierarchical LODs my CPU is only used about 8%.
                                Shouldn't there be a higher CPU usage to generate the LODs faster?

                                i9 7980XE
                                GTX 1080 Ti

                                After another 30 minutes it's still at 74%. It appears to be frozen. Thought this would be production-ready. Very disappointing.
                                Last edited by Mellnik; 07-19-2018, 04:37 AM.