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    #16
    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.

    Comment


      #17
      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.

      Comment


        #18
        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.

        Comment


          #19
          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.

          Comment


            #20
            • 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 :-)

            Comment


              #21
              Sweet. Virtual Texturing.
              Too bad no paragon animations features(.

              Comment


                #22
                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.

                Comment


                  #23
                  This bug has reappered. https://answers.unrealengine.com/que...-using-pl.html

                  Comment


                    #24
                    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.

                    Comment


                      #25
                      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.
                      0xAFBF
                      https://github.com/0xafbf

                      Comment


                        #26
                        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.

                        Comment


                          #27
                          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.

                          Comment


                            #28
                            Originally posted by Algorithman View Post
                            Yayyy 4.21


                            Are there any news for texture array support in the main branch?
                            Good question, I'd also like to know that!
                            Easy to use UMG Mini Map on the UE4 Marketplace.
                            Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                            Comment


                              #29
                              Originally posted by BoteRock View Post

                              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.
                              Not even close, BP is only for prototyping using C++ built components, works for Epic because they know the engine inside out, for anyone else its a struggle. You cant even spawn a couple hundret actors without running into performance issues, not even unity is that bad. C# is many times faster than BP, unless you allocate alot every frame, which is silly anyway in any language.
                              I was hoping for something else, maybe extend that editor Python Scriptability feature to gameplay scripting aswell, and maybe use something more exotic like PyPy or Iron python.
                              Sadly consoles and iOS have no support for anything other than C++ and C#.
                              BP's are just not cutting it, it takes soo much effort and time in this Engine API to get access to variables its insane, ive been waiting forever for improvements in the API area, for more relaxed acess rules and more flexibility. At least in unity you get some stupid functions FindGameObject with tag or by name which you can cache as ref first time you call and no one is hurt, but in UE4 holy ff...

                              Originally posted by ZacD View Post

                              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.
                              RTX doesnt even matter, its a completely useless tech, its not what the engine needs right now, development speed/quality/featureset/documentation/free training are key for succeeding, making games is so costly and time consuming the last worry should be RTX, most games dont fail because of their poor graphics its because of bugs/slow engine/servers etc like PUBG, they cant fix that game even if you gave them 1bil$ cash free, and i feel their pain, UE4 framework is a disaster in my view, i think if they remade pubg in unity they would still get 50% more FPS.


                              Their roadmap hasnt been updated since last year aswell, Fortnite gave a massive hit to the engine development, with their cash cow getting fatter UE4 is getting the short end of the stick.

                              4.20 saw some decent development, but i still dont see any improvement to the flexibility of the API, or better docs or better C++, who the hell wastes time fighting include/template errors in 2018? not me, C# is a breeze its like those C++ issues never existed to begin with, its just a bad language.

                              Comment


                                #30
                                Originally posted by M3NTH0S View Post
                                RTX doesnt even matter, its a completely useless tech, its not what the engine needs right now
                                It is very much needed for professional archviz and other professional uses. I'm happy to see that Epic can see the big picture and not think about games only.

                                Comment

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