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  • replied
    Sooooo I guess the control rig thingie is not fully functional in this preview yet? I cannot for the life of me figure it out.

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  • replied
    Originally posted by M3NTH0S View Post
    Too bad since Fortnite, development of the engine hit a wall, very little development or features, most boring update ever, so many features/improvements to add, 4.21 is prolly the smallest update. Like a proper programming language outside of the C++ hell... oh well.
    I'm wondering if this will end up as a minor release before we see a bunch of RTX/raytracing features in 4.22 (Epic already announced that) by the end of the year.

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  • replied
    Originally posted by M3NTH0S View Post
    Too bad since Fortnite, development of the engine hit a wall, very little development or features, most boring update ever, so many features/improvements to add, 4.21 is prolly the smallest update. Like a proper programming language outside of the C++ hell... oh well.
    Blueprint is a perfectly capable proper programming language. If you want a text scriping language like c#, it will anyway have the same flaws blueprint has (as it needs to run in a VM), so then, you would better use C++

    For me, the only missing thing from BP is delegate parameters in blueprint functions, but still, you can get around it with interfaces, so it is not a deal breaker either.
    On the other hand, these are not all the features that will come, for that, wait for the final release notes.

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  • replied
    Too bad since Fortnite, development of the engine hit a wall, very little development or features, most boring update ever, so many features/improvements to add, 4.21 is prolly the smallest update. Like a proper programming language outside of the C++ hell... oh well.

    Leave a comment:


  • replied
    This bug has reappered. https://answers.unrealengine.com/que...-using-pl.html

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  • replied
    Originally posted by Vollgaser View Post
    PLEASE make the Application Scale value from the widget reflector is SAVED. Otherwise everyonoe who works with another application scale has to re-set it everytime they open the editor.
    Hi! The widget reflector (and application scale value inside it) are just for debugging/testing purposes, so they shouldn't be used to scale UE4 for general use.

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  • replied
    Sweet. Virtual Texturing.
    Too bad no paragon animations features(.

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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.
    Awesome!!! I didn´t think this would make it in the next UE4 versions! Really looking forward to this. Thanks :-)

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  • replied
    Edit: Nevermind! It's an issue with the VR template. It works fine with a custom pawn

    That's a great news for Windows MR users, but how to make controllers works? The headset is OK but not the controllers.
    Last edited by demonixis; 10-10-2018, 10:44 AM.

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  • replied
    Originally posted by Beyond Matter View Post
    • 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?
    Good question !
    I didn't find a way to line trace this package also.

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  • replied
    PLEASE make the Application Scale value from the widget reflector is SAVED. Otherwise everyonoe who works with another application scale has to re-set it everytime they open the editor.

    Leave a comment:


  • replied
    I just tested it and 4.21/4.20 still contains a hot-reload bug that fails to re-instance blueprints and causes a crash. Version 4.19 is not affected.
    Code:
    [2018.10.10-10.58.48:983][156]LogHotReload: New module detected: UE4Editor-EnsureBug-7701.dll
    [2018.10.10-10.58.49:995][160]LogHotReload: Starting Hot-Reload from IDE
    [2018.10.10-10.58.50:074][160]LogHotReload: Re-instancing HZVehicleMovement after hot-reload.
    [2018.10.10-10.58.50:075][160]LogOutputDevice: Warning:
    
    Script Stack (0 frames):
    
    [2018.10.10-10.58.58:405][160]LogStats: FPlatformStackWalk::StackWalkAndDump -  8.330 s
    [2018.10.10-10.58.58:405][160]LogOutputDevice: Error: === Handled ensure: ===
    [2018.10.10-10.58.58:405][160]LogOutputDevice: Error:
    [2018.10.10-10.58.58:405][160]LogOutputDevice: Error: Ensure condition failed: bArchetypeReinstanced [File:D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\KismetReinstanceUtilities.cpp] [Line: 1601]
    [2018.10.10-10.58.58:406][160]LogOutputDevice: Error: Reinstancing non-actor (/Engine/Transient.Default__NewBlueprint_C:VehicleDriveComponent4W); failed to resolve archetype object - property values may be lost.
    [2018.10.10-10.58.58:406][160]LogOutputDevice: Error: Stack:
    [2018.10.10-10.58.58:406][160]LogOutputDevice: Error: [Callstack] 0x00007ffb4400e0a6 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:236]
    [2018.10.10-10.58.58:406][160]LogOutputDevice: Error: [Callstack] 0x00007ffb43d28a64 UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:302]
    [2018.10.10-10.58.58:407][160]LogOutputDevice: Error: [Callstack] 0x00007ffb43d3a9c2 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalseImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:436]
    [2018.10.10-10.58.58:407][160]LogOutputDevice: Error: [Callstack] 0x00007ffb3e9c1ccf UE4Editor-UnrealEd.dll!ReplaceObjectHelper() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1601]
    [2018.10.10-10.58.58:407][160]LogOutputDevice: Error: [Callstack] 0x00007ffb3e9bf9fe UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1952]
    [2018.10.10-10.58.58:407][160]LogOutputDevice: Error: [Callstack] 0x00007ffb3e9bea1d UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReplaceInstancesOfClass() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1460]
    [2018.10.10-10.58.58:408][160]LogOutputDevice: Error: [Callstack] 0x00007ffb3e9b9899 UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReinstanceInner() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:660]
    [2018.10.10-10.58.58:408][160]LogOutputDevice: Error: [Callstack] 0x00007ffb3e9baa82 UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:904]
    [2018.10.10-10.58.58:408][160]LogOutputDevice: Error: [Callstack] 0x00007ffb2e2eab93 UE4Editor-HotReload.dll!FHotReloadModule::ReinstanceClass() [d:\build\++ue4\sync\engine\source\developer\hotreload\private\hotreload.cpp:1259]
    [2018.10.10-10.58.58:409][160]LogOutputDevice: Error: [Callstack] 0x00007ffb2e2eae75 UE4Editor-HotReload.dll!FHotReloadModule::ReinstanceClasses() [d:\build\++ue4\sync\engine\source\developer\hotreload\private\hotreload.cpp:1242]
    [2018.10.10-10.58.58:409][160]LogOutputDevice: Error: [Callstack] 0x00007ffb2e2e2c76 UE4Editor-HotReload.dll!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:518]
    [2018.10.10-10.58.58:409][160]LogOutputDevice: Error: [Callstack] 0x00007ffb4389c05a UE4Editor-CoreUObject.dll!UClassReplaceHotReloadClasses() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:746]
    [2018.10.10-10.58.58:410][160]LogOutputDevice: Error: [Callstack] 0x00007ffb4387dce6 UE4Editor-CoreUObject.dll!ProcessNewlyLoadedUObjects() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:872]
    [2018.10.10-10.58.58:410][160]LogOutputDevice: Error: [Callstack] 0x00007ffb435be657 UE4Editor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:813]
    [2018.10.10-10.58.58:410][160]LogOutputDevice: Error: [Callstack] 0x00007ffb43c2ca6e UE4Editor-Core.dll!TBaseMulticastDelegate<void>::Broadcast() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:974]
    [2018.10.10-10.58.58:410][160]LogOutputDevice: Error: [Callstack] 0x00007ffb43de9dc6 UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:510]
    [2018.10.10-10.58.58:411][160]LogOutputDevice: Error: [Callstack] 0x00007ffb43de9099 UE4Editor-Core.dll!FModuleManager::LoadModule() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:356]
    [2018.10.10-10.58.58:411][160]LogOutputDevice: Error: [Callstack] 0x00007ffb2e2e05b3 UE4Editor-HotReload.dll!FHotReloadModule::DoHotReloadInternal() [d:\build\++ue4\sync\engine\source\developer\hotreload\private\hotreload.cpp:784]
    [2018.10.10-10.58.58:411][160]LogOutputDevice: Error: [Callstack] 0x00007ffb2e2e025e UE4Editor-HotReload.dll!FHotReloadModule::DoHotReloadFromIDE() [d:\build\++ue4\sync\engine\source\developer\hotreload\private\hotreload.cpp:1515]
    [2018.10.10-10.58.58:411][160]LogOutputDevice: Error: [Callstack] 0x00007ffb2e2f2bb1 UE4Editor-HotReload.dll!FHotReloadModule::Tick() [d:\build\++ue4\sync\engine\source\developer\hotreload\private\hotreload.cpp:1459]
    [2018.10.10-10.58.58:412][160]LogOutputDevice: Error: [Callstack] 0x00007ffb43bc2bc2 UE4Editor-Core.dll!FTicker::Tick() [d:\build\++ue4\sync\engine\source\runtime\core\private\containers\ticker.cpp:95]
    [2018.10.10-10.58.58:412][160]LogOutputDevice: Error: [Callstack] 0x00007ff75b2a8847 UE4Editor.exe!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3889]
    [2018.10.10-10.58.58:412][160]LogOutputDevice: Error: [Callstack] 0x00007ff75b2b595c UE4Editor.exe!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174]
    [2018.10.10-10.58.58:412][160]LogOutputDevice: Error: [Callstack] 0x00007ff75b2b59da UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
    [2018.10.10-10.58.58:413][160]LogOutputDevice: Error: [Callstack] 0x00007ff75b2c485a UE4Editor.exe!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
    [2018.10.10-10.58.58:413][160]LogOutputDevice: Error: [Callstack] 0x00007ff75b2c651a UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
    [2018.10.10-10.58.58:413][160]LogOutputDevice: Error: [Callstack] 0x00007ffba4463034 KERNEL32.DLL!UnknownFunction []
    [2018.10.10-10.58.58:413][160]LogOutputDevice: Error: [Callstack] 0x00007ffba4c11461 ntdll.dll!UnknownFunction []
    [2018.10.10-10.58.58:413][160]LogOutputDevice: Error:
    [2018.10.10-10.58.58:422][160]LogStats:                SubmitErrorReport -  0.000 s
    [2018.10.10-10.58.59:083][160]LogStats:                    SendNewReport -  0.661 s
    [2018.10.10-10.58.59:083][160]LogStats:             FDebug::EnsureFailed -  9.008 s
    [2018.10.10-10.58.59:201][160]LogHotReload: Re-instancing HZWheeledVehicle after hot-reload.
    [2018.10.10-10.58.59:416][160]LogContentBrowser: Native class hierarchy updated for 'EnsureBug' in 0.0004 seconds. Added 5 classes and 2 folders.
    [2018.10.10-10.58.59:420][160]Display: HotReload successful (0 functions remapped  0 scriptstructs remapped)
    [2018.10.10-10.59.00:019][160]LogContentBrowser: Native class hierarchy populated in 0.0081 seconds. Added 2676 classes and 626 folders.
    [2018.10.10-10.59.00:022][160]Display: HotReload took 10.0s.

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  • replied
    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...

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    are you not going to merge those massive performance improvements for UHT into 4.21?

    Leave a comment:

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