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    Also having some issues on a blueprint-only project upgraded from 4.19 to 4.20 - I get a crash when trying to compile my Weapon_Part blueprint script component (which is a child of InstancedStaticMeshComponent, with the only changed variable being the StaticMesh).

    Code:
    Error: Assertion failed: IsValid() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 849]
    That's after receiving these warnings when loading the editor:

    Code:
    Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_C /Game/Blueprints/Weapons/SNF_Weapon_Part.Default__SNF_Weapon_Part_C because its class does not exist
    Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_Barrel_C /Game/Blueprints/Weapons/SNF_Weapon_Part_Barrel.Default__SNF_Weapon_Part_Barrel_C because its class does not exist
    [2018.07.22-01.33.31:364][815]LogLinker: Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_Body_C /Game/Blueprints/Weapons/SNF_Weapon_Part_Body.Default__SNF_Weapon_Part_Body_C because its class does not exist
    [2018.07.22-01.33.31:367][815]LogLinker: Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_Clip_C /Game/Blueprints/Weapons/SNF_Weapon_Part_Clip.Default__SNF_Weapon_Part_Clip_C because its class does not exist
    [2018.07.22-01.33.31:369][815]LogLinker: Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_Grip_C /Game/Blueprints/Weapons/SNF_Weapon_Part_Grip.Default__SNF_Weapon_Part_Grip_C because its class does not exist
    Oddly, I can still play and the weapon parts show up. I submitted a crash report with the log/dump.

    P.S. I've just fixed my case by redoing my (still prototype) weapons from scratch to not use ISM components. But some may not be so lucky.
    Last edited by Spoondog; 07-21-2018, 11:37 PM.
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      Originally posted by L04D3D
      losing it
      Wow, way too ranty there (good way to get ignored). But for some reason I read it, and did get that little tidbit:

      And where is min roughness for lights?
      This is quite a big invasive change and should definitely be added to the release notes, since it breaks existing light setups. It should be noted that devs can no longer adjust light roughness, and need to use the new SpecularScale property instead.

      Anyone else who was using Min Roughness - you can copy/paste all your lights from each level into notepad and search for roughness, to see which lights were using it. Then set Specular Scale values accordingly.
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        Will this version of the engine finally allow us to launch development builds of games on iOS without needing a paid Apple Developer account?

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          I've been playing around with the new Editor Scripting functionalities, and they look quite cool and useful to automate some workflows, but there's something I couldn't get my head around.

          I'm following the documentation/tutorials, and it says that in order to access a wider range of tools, you need to derive your Blueprint from something like PlacedEditorUtilityBase. Does it mean you need to derive your Blutility from that? I tried but it doesn't work like that. So I tried to create a normal Blueprint, and it does allow to derive from PlacedEditorUtilityBase, but what's the point of it? Shouldn't it be available for Blutility?

          Also, deriving a new Blueprint from PlacedEditorUtilityBase, I don't see all the categories shown in the picture from the tutorial/documentation (for example, I'm totally missing the StaticMesh category, which I'm mostly interested in); am I missing something simple here?

          EDIT: Nevermind, I had Editor Scripting Utilities plugin disabled, now it's working as expected
          Last edited by AXE; 07-22-2018, 03:45 AM.
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          Comment


            Nice work epic games! thanks

            Comment


              Originally posted by muchcharles View Post
              I've run into an issue. Comboboxes no longer open when they are within an in-world UWidgetComponent. They work in PIE, but not in standalone.

              I've tracked it down to them calling:

              SMenuAnchor::SetIsOpen within that it calls:
              Code:
              FSlateApplication::Get().GeneratePathToWidgetUnchecked(AsShared(), MyWidgetPath);
              
              if (MyWidgetPath.IsValid())
              and the widget path returned is invalid. I looked through GeneratePathToWidgetUnchecked and it calls FSlateWindowHelper::FindPathToWidget which seems to have had a lot of changes in 4.20 and in there it checks against GSlateFastWidgetPath and does different logic depending on the value of it.

              So I tried setting Slate.EnableFastWidgetPath 0 on the console and it fixes things in standalone. The bug seems to be in the fast path.


              There is also a bug that Slate.EnableFastWidgetPath will initially report zero when queried on the console in standalone, even though the underlying global is set to true. It reports the real value only after setting it at least once via console.
              `GSlateFastWidgetPath` seems to be set to TRUE in `FSlateApplication::Create` when not using the editor. Not sure why this is though.

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                Finally time to 4.20!
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                  Originally posted by T-MAX_X-H View Post
                  Will this version of the engine finally allow us to launch development builds of games on iOS without needing a paid Apple Developer account?
                  Not unless Apple changed that policy. Blueprint only projects will work (since those binaries are already signed), but custom binaries won't (unless you just cough up the $100 bucks and become a developer).
                  Able Ability System - A high performance, robust ability system for UE4. Now Available!

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                    Camera Jitters :

                    There are some Camera Control Issues on iOS when Camera is on Mesh "Head" Socket ( and head will rotate according to camera rotation), This Issue was not visible on 4.20 preview 5 , nor any other ue4 version. It runs smoothly on Android and PC... the Bug is only on iOS

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                      Lads what a heck is going on !

                      I cant install this 4.20 update =((((

                      Total 360 Security found a bunch of threats!

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                        Originally posted by project.gheist View Post

                        `GSlateFastWidgetPath` seems to be set to TRUE in `FSlateApplication::Create` when not using the editor. Not sure why this is though.

                        There is a comment on it in SlateCore/Private/SlateCoreClasses.cpp that says:

                        // Enable fast widget paths outside the editor by default. Only reason we don't enable them everywhere
                        // is that the editor is more complex than a game, and there are likely a larger swath of edge cases.
                        I think it could make sense to enable both fast and slow at once in development and have some ensures to make sure the results always agree. But maybe there are known edge cases that happen too frequently in editor.

                        Comment


                          word of WARNING for mixamo rigs... UE 4.20 now appears to import the 'mixamorig' prefix for mixamo skeleton, so existing rigs and animations will no longer match with pre-4.20 rigs... either reimport your rigs with the new rigs, or change any new anims to the old rigs (no prefix)… do it now or pay for it later :-)

                          Comment


                            Originally posted by ExtraLifeMatt View Post

                            Not unless Apple changed that policy. Blueprint only projects will work (since those binaries are already signed), but custom binaries won't (unless you just cough up the $100 bucks and become a developer).
                            Blueprint-only is what I was hoping for (I don't know how to code in C++). I ask because last year, I had to have my college professor convince the college to shell out for an Apple Dev account for my last semester's Internship course project because that was just the way it was at the time (I think I was using either 4.15 or 4.16 at the time). If I may ask, how would I be able to launch a blueprint-only project on an iPhone without a paid dev account now? I'm not sure how to go about it, and info on the subject is scarce (and mostly unhelpful for my needs).

                            Thank you for answering my question.

                            Comment


                              Originally posted by T-MAX_X-H View Post

                              Blueprint-only is what I was hoping for (I don't know how to code in C++). I ask because last year, I had to have my college professor convince the college to shell out for an Apple Dev account for my last semester's Internship course project because that was just the way it was at the time (I think I was using either 4.15 or 4.16 at the time). If I may ask, how would I be able to launch a blueprint-only project on an iPhone without a paid dev account now? I'm not sure how to go about it, and info on the subject is scarce (and mostly unhelpful for my needs).

                              Thank you for answering my question.
                              There's a good guide setup already:

                              https://docs.unrealengine.com/en-us/...iOS/QuickStart

                              Check that out.
                              Able Ability System - A high performance, robust ability system for UE4. Now Available!

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                                Originally posted by T-MAX_X-H View Post

                                Blueprint-only is what I was hoping for (I don't know how to code in C++). I ask because last year, I had to have my college professor convince the college to shell out for an Apple Dev account for my last semester's Internship course project because that was just the way it was at the time (I think I was using either 4.15 or 4.16 at the time). If I may ask, how would I be able to launch a blueprint-only project on an iPhone without a paid dev account now? I'm not sure how to go about it, and info on the subject is scarce (and mostly unhelpful for my needs).

                                Thank you for answering my question.
                                Unfortunately I think you need (and will always need) an apple dev certificate to launch on it legitimately (even if it's blueprint-only).
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