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  • replied
    Originally posted by maxbrown View Post
    Not for me when launching on the GO:
    LogPlayLevel: Error: ERROR: minSdkVersion is higher than Android version installed on device, possibly due to NDK API Level
    LogPlayLevel: Error: ERROR: Installation of apk 'E:\Unreal\tst_421_0p1\Binaries\Android\tst_421_0p1-armv7-es2.apk' failed: [INSTALL_FAILED_OLDER_SDK: Failed parse during installPackageLI: /data/app/vmdl1053507892.tmp/base.apk (at Binary XML file line #7): Requires newer sdk version #26 (current version is #25)
    just tried it on the GO and you are right it does not work there. It does work on the GearVR however

    Leave a comment:


  • replied
    VR preview not work in SAMSUNG MR DEVICE
    Attached Files

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  • replied
    Originally posted by aussieburger View Post
    ..
    I've found a workaround in the meantime: In Project settings -> Android SDK select:
    Android SDK level: android-26
    Android NDK level: latest
    then it builds successfully.
    Not for me when launching on the GO:
    LogPlayLevel: Error: ERROR: minSdkVersion is higher than Android version installed on device, possibly due to NDK API Level
    LogPlayLevel: Error: ERROR: Installation of apk 'E:\Unreal\tst_421_0p1\Binaries\Android\tst_421_0p1-armv7-es2.apk' failed: [INSTALL_FAILED_OLDER_SDK: Failed parse during installPackageLI: /data/app/vmdl1053507892.tmp/base.apk (at Binary XML file line #7): Requires newer sdk version #26 (current version is #25)

    Leave a comment:


  • replied
    I wish there would be AI updates, like HTN Planner (considering that it is already in the engine, but still experimental)

    Leave a comment:


  • replied
    Originally posted by Feureau View Post
    Anyone getting Failed to execute aapt error when packaging for Android?

    PackagingResults: Error: resource android:attr/fontStyle not found.
    PackagingResults: Error: resource android:attr/font not found.
    PackagingResults: Error: resource android:attr/fontWeight not found.
    PackagingResults: Error: resource android:attr/fontStyle not found.
    PackagingResults: Error: resource android:attr/font not found.
    PackagingResults: Error: resource android:attr/fontWeight not found.
    PackagingResults: Error: failed linking references.
    UATHelper: Packaging (Android (ETC2)): Failed to execute aapt
    Originally posted by maxbrown View Post

    Same problem here.
    Error: Caused by: com.android.tools.aapt2.Aapt2Exception: AAPT2 error: check logs for details...

    Also Gradle error.
    ERROR: cmd.exe failed with args /c "E:\Unreal\tst_421_0p1\Intermediate/Android/APK\gradle\rungradle.bat" :app:assembleDebug
    Even with Ant the android build for the GO fails.

    Anyone else has the same problem (before I submit a report?)
    Please submit a report.

    I've found a workaround in the meantime: In Project settings -> Android SDK select:

    Android SDK level: android-26
    Android NDK level: latest

    then it builds successfully.

    Leave a comment:


  • replied
    Originally posted by Feureau View Post
    Anyone getting Failed to execute aapt error when packaging for Android?

    PackagingResults: Error: resource android:attr/fontStyle not found.
    PackagingResults: Error: resource android:attr/font not found....
    PackagingResults: Error: failed linking references.
    UATHelper: Packaging (Android (ETC2)): Failed to execute aapt
    Same problem here.
    Error: Caused by: com.android.tools.aapt2.Aapt2Exception: AAPT2 error: check logs for details...

    Also Gradle error.
    ERROR: cmd.exe failed with args /c "E:\Unreal\tst_421_0p1\Intermediate/Android/APK\gradle\rungradle.bat" :app:assembleDebug
    Even with Ant the android build for the GO fails.

    Anyone else has the same problem (before I submit a report?)

    Leave a comment:


  • replied
    I fixed the Mobile exposure bug. https://github.com/EpicGames/UnrealEngine/pull/5166

    Leave a comment:


  • replied
    Anyone getting Failed to execute aapt error when packaging for Android?

    PackagingResults: Error: resource android:attr/fontStyle not found.
    PackagingResults: Error: resource android:attr/font not found.
    PackagingResults: Error: resource android:attr/fontWeight not found.
    PackagingResults: Error: resource android:attr/fontStyle not found.
    PackagingResults: Error: resource android:attr/font not found.
    PackagingResults: Error: resource android:attr/fontWeight not found.
    PackagingResults: Error: failed linking references.
    UATHelper: Packaging (Android (ETC2)): Failed to execute aapt

    Leave a comment:


  • replied
    Thanks Epic!

    Like others I'm waiting for RTX to come out for archviz. I hope it comes with 4.22.

    Leave a comment:


  • replied
    Very much looking forward to having Physics replication and Pawn Movement Replication going again >

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  • replied
    • Virtual Texturing and support for Lightmaps. 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.
    Very cool.
    Where we can find more info on this? In the docs, or not yet?

    Leave a comment:


  • replied
    [TvOS]
    https://issues.unrealengine.com/issue/UE-40545
    [Google Cardboard -iOS]
    https://issues.unrealengine.com/issue/UE-42339

    Has 4.21 Target fix , yet seems as Unresolved. Are there any plans to fix it on 2018? those issues come from 4.14 , almost 2 years back...

    Leave a comment:


  • replied
    hello , am getting thing this bug in unreal 4.21 and 4.20 , the problem is alot of compile shaders when changing preview too mush , as you can see


    in the photo that i upload it , please report or help me fix this bug that wont allow me to use material editor cuz its too slow ,
    my pc
    GTX 1070
    I5
    16GB ram
    Windows 10
    and thanks!
    Attached Files

    Leave a comment:


  • replied
    Originally posted by Amanda.Bott View Post
    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.
    This is easily the most exiting feature! The packaging times in Unreal now are far too high, I'm hoping to see a reduction in 4.21. Unity manages to build in mere seconds, where it takes Unreal at least 5 minutes, if not 15 for slightly larger projects.

    Leave a comment:


  • replied
    Originally posted by chierfarchon View Post
    I wish that you would take a look at World Composition, it's so promissing but so desperately needs working on.
    Agreed. World composition needs help

    Leave a comment:

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