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    [PREVIEW] Unreal Engine 4.21 Preview

    PREVIEW!


    Preview 1 of the upcoming 4.21 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle.

    Please be aware that preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

    Links to known and fixed issues for this release are provided below. If you discover any additional issues with this preview release, please report them using the guidelines in the link: How to Report a Bug.


    Known & Fixed Issues
    4.21 Preview Summary

    This list provides a brief summary of updates in this Preview which may benefit from additional testing. Not all updates may be listed. Full release notes will be made available with the final 4.21 release.

    Animation Updates:
    • Animation Compression Updates. AnimCompression now uses a whitelist of optimal codecs to avoid trying permutations that are unlikely to be selected. This significantly reduces the number of codecs we attempt to compress with and as a result it is much faster. On multicore systems, most of the codecs now evaluate in parallel during automatic compression, further reducing the time it takes to compress an animation sequence.
    • Animation Notify Improvements. Native Notifies have been added in Engine for dynamics and cloth management.
    • Maintain Original Scale of Root Motion.
    • Added Caching and Autocomplete for “Sync Market Names.
    • Animation Sequence Framerate. Added animation sequence framerate to the Editor Viewport and Content Browser tooltip.
    • Enable Auto Blend Out on Anim Montages. Anim Montages now have the option to enable or disable Auto Blend Out. This option is enabled by default.
    • Live Animation Blueprint Recompilation is now non-experimental.
    • CCDIK Skeletal Control Node. CCDIK Skeletal Control Node is now available within the AnimGraph of Animation Blueprints.
    • Default Coordinate Space for Animation Editors is now Local Space
    • Min LOD Notification.
    • Skeletal Mesh: Set Master Pose Component Force Update
    Audio Updates:
    • Submix Envelope Follower (New Unreal Audio Engine Only). Users can now set an Envelope Follower Delegate on their Submixes allowing amplitude analysis of individual channels for that submix.
    • New Sound Submix Effect: Filter. Users now have the option of adding a multimode filter to their Submixes allowing dynamic filter effects on a single Submix.
    • Sound Submix Effect Reverb Dry Level. The Submix Effect Reverb now supports Parallel Wet and Dry Levels allowing users to dial in specific Wet/Dry ratios making the Effect usable as an Insert-Style Effect as well as a Send-Style Effect.
    • Optimizations to Source Effect API. The Source Effect API has been optimized to process a full buffer of audio rather than frame-by-frame.
    Core Updates:
    • Cooker Performance. We have improved performance of the Unreal asset cooking process. We have optimized various low-level code to eliminate unnecessary operations and refactored the handling of unsolicited assets in the CookOnTheFlyServer class so that it scales better.
    Desktop Updates:
    • Linux Platform Get Media Player. From 4.21 on, you can use bundled WebMMedia plugin to play back .webm VPX8/9 videos.
    • Linux Crash Report Client Has a GUI. We’ve added support for the Crash Reporter GUI to now pop up when a crash occurs! This enables you to help make Linux better by quickly and easily reporting crashes that you encounter.
    Gameplay/Scripting Updates:
    • Blueprints Improvements.
      • Added a Blueprint Graph editor “Quick Jump” bookmark feature.
      • Add abillity to insert pins before or after a target pin for Sequence nodes via the context menu.
      • Monolithic engine header file exclusion from nativized Blueprint class C++ code is now available as a project setting.
    • AI Improvements.
      • Added a GetTypeHash override for FGenericTeamId so that it can be used in a UPROPERTY TMap
      • Added a function to PerceptionSystem that allows to register a given Actor as a source with all registered senses, all in one call.
    • Core Improvements.
      • Add support for soft references to save games via ObjectAndNameAsStringProxyArchive.
    • Gameplay Framework
      • Added MinimalApi to ACullDistanceVolume
      • Added a Blueprint method DoesDataTableRowExist to determine whether or not a table contains the specified row.
      • Added UActorComponent::bVisualizationComponent boolean to indicate that a component is being used as a visualizer and is not a part of the component hierarchy.
      • Added new vertical splitscreen mode for 3 and 4 players that give each player full height and divides the screen horizontally.
      • TInlineComponentArray can now specify to include components from child actors.
      • Mark several functions as BlueprintThreadSafe for less common gameplay types that might want to be used by animation.
    Mobile Updates:
    • HTML5: Split Angle Single Large Template File to Smaller Template Files
    • HTML5: README Files Updated
    • Additional mobile improvements and optimizations we’ve made for Fortnite on iOS and Android.
    Networking Updates:
    • Improved IPv6 Support. Support for IPv4 and IPv6 has been merged into a single socket subsystem, where previously support for each protocol was isolated to a specific subsystem.
    • DDoS Detection and Mitigation. DDoS (distributed denial of service) attacks typically hinder game servers by flooding them with so many packets, that they are unable to process all of the packets without locking up and/or drowning out other players’ packets, causing players to time out or to suffer severe packet loss which hinders gameplay.
    Niagara Updates:
    • GPU only texturing sampling. You can now sample a 2d texture or a pseudo-volume 2d texture in your particle scripts.
    • Skeletal mesh data interface improvements. Two new modes have been added for sampling the skeletal mesh.
    • Ribbon rewrite. Ribbons now do the work to generate the ribbon geometry on the GPU instead of the CPU.
    • Switch support
    • New emitter and system wizard. Added the ability to create new emitters and systems from a data-driven set of templates.
    Physics Updates:
    • Physics Interface: We have been reworking the physics interface to support an increased ownership of physics objects at the high level. As a consequence much of the physics related c++ code an API has changed.
    Rendering Updates:
    • Virtual Texturing and support for Lightmaps. (Experimental) In the coming releases, we’ll start to support Virtual Texturing in UE4! It allows for efficient usage of texture memory enabling artists to author very high-resolution textures and lightmaps without concern for what will fit into video memory.
    • PSO Caching. We now support Shader Pipeline Caching, which can be enabled in the Project Settings > Packaging section.
    • Physical Lighting Units Updates. We introduced Physical Lighting Units a couple of releases ago and have listened to your feedback in order to streamline and remove confusion with using these settings. These are some of the updates that have been made:
      • Directional Lights now have LUX units
      • Sky Lights now have cd/m2 units
      • Pre-Exposure Support for the Pixel Inspector
      • New Project Settings to increase auto-exposure luminance range
      • Updates to the HDR Visualization Tools
    Sequencer Updates:
    • Event Track. A new implementation of the Event Track replaces the previous Event Track functionality.
    • Geometry Cache Track: Experimental. The new (and experimental) Geometry Cache Track allows you to scrub through a Geometry Cache and render it out with frame accuracy.
    • Audio Bakedown: Experimental. From the Render Movie Settings window, you can now bake down the audio into a Master Audio Submix (experimental).
    • Guide Marks. You can now lay down vertical guide marks on the timeline to use for snapping or identifying key points in your timeline.
    VR/AR Updates:
    • Steam VR Input. The Unreal Engine 4 input action and event system now contains experimental support for the SteamVR Input subsystem.
    • Round Robin Occlusions. Unreal Engine 4 now supports Round Robin Occlusions.
    • Windows Mixed Reality Support. Unreal Engine 4 now natively supports the Windows Mixed Reality (WMR) platform and headsets, including the HP Mixed Reality headset and the Samsung Odyssey.
    • Oculus Avatars. The Oculus Avatar SDK includes an Unreal package to assist developers in implementing first-person hand presence for the Rift and Touch controllers.
    • Magic Leap Qualified Developer Release Supported in Engine. Unreal Engine now supports all features needed to develop complete applications on Magic Leap's Lumin device.

    REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide.
    If you experience a crash, please make sure to always submit the crash report along with a description of your actions at the time.
    Last edited by Tim Hobson; 10-13-2018, 12:53 AM.

    #2
    Awesome! The new Round Robin occlusion for VR will help me a lot in a project with several objects. And I can't wait to try the new Lighting Units on all lights
    Thanks Epic!
    Last edited by RVillani; 10-10-2018, 04:48 PM.
    Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
    Unreal products: Dynamic Picture Frames, Neo Kinect

    Comment


      #3
      Quite upset that u shifted this bug https://issues.unrealengine.com/issue/UE-62389 to 4.22 instead of 4.21 when I submitted . I'm still unable to let microphone works all the time on android platform, but anyway, you guys are awesome <3 .

      Comment


        #4
        Any news on Dynamic Resolution Scaling on Windows?

        Comment


          #5
          Originally posted by BesuBaru View Post
          Any news on Dynamic Resolution Scaling on Windows?
          It should be available on Intel GPUs for D3D11. Search for INTEL_METRICSDISCOVERY in code.
          Senior Graphics Engineer at Intel | @jeff_rous
          Intel Developer Zone

          Comment


            #6
            Support for IPv4 and IPv6 has been merged into a single socket subsystem, where previously support for each protocol was isolated to a specific subsystem.
            Hell, it's about time! I hope this will resolve magic issues of IPv6 on IOS. Good job!

            Comment


              #7
              Can we get anymore info on the virtual texturing? Is it functional in this release? The notes say in "upcoming versions" but being included in this pre release note implies it is functional to some extent and can be used.
              Stylized Low Poly Environment
              Stylized Low Poly Pine Forest
              Stylized Low Poly Buildings
              First Person Horror Template

              Comment


                #8


                Maybe a launcher for linux?

                Comment


                  #9
                  https://forums.unrealengine.com/unre...tifacts/page17

                  Comment


                    #10
                    Yayyy 4.21


                    Are there any news for texture array support in the main branch?
                    Last edited by Algorithman; 10-10-2018, 06:16 AM.

                    Comment


                      #11
                      Originally posted by Luummii View Post

                      Maybe a launcher for linux?
                      Yes, I am also waiting for this!

                      Comment


                        #12
                        • Oculus Avatars. The Oculus Avatar SDK includes an Unreal package to assist developers in implementing first-person hand presence for the Rift and Touch controllers.
                        Where can I find this new package for Unreal?
                        Joshua Burkert
                        Beyond Matter Studio

                        Comment


                          #13
                          are you not going to merge those massive performance improvements for UHT into 4.21?

                          Comment


                            #14
                            Originally posted by Amanda.Bott View Post
                            Windows Mixed Reality Support. Unreal Engine 4 now natively supports the Windows Mixed Reality (WMR) platform and headsets, including the HP Mixed Reality headset and the Samsung Odyssey.
                            How feature complete is this? Can we place spatial anchors? Can we package to a UWP app? Is there documentation for what we can do?

                            Comment


                              #15
                              Waiting for Fixed Foveated Rendering for the VIVE, any news on this regard?

                              This will give us a lot more performance in VR in general, specially in the VIVE Pro with it´s massive resolution...

                              Comment

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