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Unreal Engine 4.21 Preview

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  • replied
    Originally posted by Stephen Ellis View Post
    Well, early versions of the 4.22 code will be available on GitHub in the Master and Dev-branches. You can always compile the engine from the source code and follow along with development. Just be aware there will be bugs and incomplete features, so don't rely on it for your own professional projects at that stage.
    kind of an amateur with all that. Im teaching myself game programming with udemy.. but im an artist by trade... which is why i was so excited about rtx features in the engine.

    Do you have any links to tutorials on how i would do this?

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  • replied
    Well, early versions of the 4.22 code will be available on GitHub in the Master and Dev-branches. You can always compile the engine from the source code and follow along with development. Just be aware there will be bugs and incomplete features, so don't rely on it for your own professional projects at that stage.

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  • replied
    Originally posted by Stephen Ellis View Post

    Wow, you're really looking ahead! 4.21 isn't even released yet.

    4.22 should be late Q1 2019.
    i have no intereest in anything in 4.21... im enthusiastic about rtx raytraced lightmaps for speed and fun doing environment artwork. 4.21 is a very very boring update... I just want that 1 feature... raytracing realtime lightmapping...

    I appreciate the info though

    Late q1 for 2019... that sucks... I bought this rtx card for nothing :/
    Last edited by kurylo3d; 10-26-2018, 02:15 PM.

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  • replied
    Originally posted by kurylo3d View Post
    any news for 4.22 release date?
    Wow, you're really looking ahead! 4.21 isn't even released yet.

    4.22 should be late Q1 2019.

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  • replied
    any news for 4.22 release date?

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  • replied
    Hello BendikSlyngstad,

    I would suggest making a post on the Answerhub if you believe that this may an issue with your project. If you believe that this is a bug with the editor however and you can provide a reproduction case, please submit a bug report using our Bug Submission form and provide as much information as possible so that we may investigate.
    I am unable to reproduce it in a new project as I have no idea whats causing the issue. Will work on isolating it, but there is definitely some change in p3 that in relation to some aspect of my project causes the crash. it works when opening the project with an empty level as default, but once i load any of the levels actually related to the project, it crashes. Will post a bug report if I'm eventually able to isolate and reproduce the issue in a separate project.

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  • replied
    Originally posted by Kalle_H View Post
    Originally posted by Kalle_H View Post
    Exposure seems to be broken in multiple ways. Scale has changed oddly on pc. On mobile exposure don't do anything anymore. What has changed and how exposure compensation should used now?

    Hello Kalle,

    The bug report that was entered for your first issue was marked as Won't Fix due to a lack of activity on the report. Can you please enter a bug submission for this issue using our Bug Submission form and include a link to that Answerhub post in the description, along with any other information you can provide?

    As for the second issue, please report that one through the form as well, preferably with a reproduction project if possible.
    Originally posted by Frostydowns View Post
    Please for the love of God fix the landscape blending to allow blending of physical materials, this was supposed to be fixed in 4.14, but was removed, it's really annoying to apply sound that's only available when you hand paint the ground instead of applying with auto blend.
    Hello Frostydowns,

    This was not reported as a bug but as a Feature Request. Although we do not make feature requests public, I've checked up on the status of this and it is still backlogged at this time, meaning that it has not yet been implemented. Unfortunately I have no estimate on when it may be included.
    Originally posted by aussieburger View Post

    Many thanks for this! Android cook times for my projects are much faster now

    One thing I've noticed with 4.21 P1 however I can't see how to do print screen stat commands anymore in VR. 4.20 had a "use debug canvas" checkbox under VR rendering settings which does not exist in 4.21 anymore. Makes sense, since this should have been on for VR projects by default, however testing with a GearVR / GO I don't see any output anymore.

    Can anyone else confirm this? Is there another way it's meant to be shown now??
    Hello Aussieburger,

    I do see a report in our system for some fixes added to 4.21 that is related to this feature but I see no evidence of this problem being reported. Can you please report this using the Bug Submission Form so that we can take a look?
    Originally posted by RoboPoco7 View Post
    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 ,
    Hello RoboPoco7, if you would like to report this issue, please use our Bug Submission form and we will be happy to look into the problem. Please provide as much detail as possible for reproducing the issue when doing so.
    Originally posted by KAEPS133 View Post
    Does 4.21 fix the issue with broken Vehicle Replication?
    Hello KAEPS133, that issue is still unresolved at this time. When it is marked as Fixed on that page, you can likely expect it to be included in the release that happens after that.
    Originally posted by phoboz View Post
    After the update to preview2 I am unable to package my plugin. I can add it as code-based plugin to code-based projects and they compile, run and deploy just fine, but I cannot generate the plugin binaries on their own.
    Hello Phoboz,

    I believe we've already received your bug submission by this point and have that all worked out. The fix for this has already been entered and should be available in the next Preview release. Thank you for reporting this!
    Originally posted by BendikSlyngstad View Post
    My project won't open at all in 4.21 p3, was able to open it in p1.
    Hello BendikSlyngstad,

    I would suggest making a post on the Answerhub if you believe that this may an issue with your project. If you believe that this is a bug with the editor however and you can provide a reproduction case, please submit a bug report using our Bug Submission form and provide as much information as possible so that we may investigate.

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  • replied
    Does anyone else can't select Linux cooking from UnrealFrontend ?

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  • replied
    My project won't open at all in 4.21 p3, was able to open it in p1.
    Last edited by BendikSlyngstad; 10-24-2018, 09:00 AM. Reason: typo

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  • replied
    Nice to see that list quickly shrinking, awesome work many thanks to all the team working hard on this. I am so excited that UE-62345 UE-62714 will fixed you have no idea
    Last edited by GrumpyNZ; 10-24-2018, 06:53 AM.

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  • replied
    Originally posted by ZacD View Post
    The reason AAA developers will put in RT features in their games is because they are technology enthusiasts and it becomes "free" advertising. Nvidia will promote the game, benchmarks will feature the game, gaming new sites will pay extra attention to the game. There's no reason indie devs couldn't do the same thing.

    Even swapping SSAO for RTAO is a perfectly acceptable, "fully implemented" option for developers. And has a huge effect on visual quality. Hopefully UE4 will make implementing it very easy.

    Usually graphics programmers just like to push visuals using all available tools. Marketing can then spin it anyway they want.

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  • replied
    Hello. I get an error that leads to immeasurable memory consumption. This happens when I import assets. The error appears at 4.21, at 4.20.2 or 4.20.3 not contains this error.

    LogOutputDevice: Error: === Handled ensure: ===
    LogOutputDevice: Error: Ensure condition failed: PSOPrimitiveType == PT_Num || (EPrimitiveType)PrimitiveType == PSOPrimitiveType [File:\Build\++UE4\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp] [Line: 1283]
    LogOutputDevice: Error: PSO was created using PrimitiveType 0, but the Draw call is using 1! This will break D3D12, Metal and Vulkan
    LogOutputDevice: Error: Stack:
    LogOutputDevice: Error: [Callstack] 0x00007fff0246e0b6 UE4Editor-Core.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff02188a64 UE4Editor-Core.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff0219a9c2 UE4Editor-Core.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007ffef70db099 UE4Editor-D3D11RHI.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff223fe189 UE4Editor-RHI.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff224037c5 UE4Editor-RHI.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff22403355 UE4Editor-RHI.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff2240447c UE4Editor-RHI.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff224186d1 UE4Editor-RHI.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff21397095 UE4Editor-UtilityShaders.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007ffef9569f9d UE4Editor-Renderer.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007ffef9757321 UE4Editor-Renderer.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007ffef9755233 UE4Editor-Renderer.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007ffef95edb4f UE4Editor-Renderer.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007ffef93922ea UE4Editor-Renderer.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007ffef98ab262 UE4Editor-Renderer.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007ffef987d442 UE4Editor-Renderer.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff02011768 UE4Editor-Core.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff02011c26 UE4Editor-Core.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff24139af9 UE4Editor-RenderCore.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff2413aa74 UE4Editor-RenderCore.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff0246c3d0 UE4Editor-Core.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff0245c9d1 UE4Editor-Core.dll!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff37ee3034 KERNEL32.DLL!UnknownFunction []
    LogOutputDevice: Error: [Callstack] 0x00007fff3a361461 ntdll.dll!UnknownFunction []
    LogStats: FDebug::EnsureFailed - 0.007 s

    This message repeats many times in log.

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  • replied
    Hm. Virtual texturing is cool. And some nice smaller improvements for Sequencer and VR + Niagara.. But otherwise not so much big news? I guess all releases cant be equally spectacular Still, great work as always. And there are bigger things under the hood too, right?

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  • replied
    Well, in Preview 2 I could not start the packaged game due to async loader crash, now there is a regression in preview 3 against preview 2 that the packaging process crashes...

    UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: begin: stack for UAT
    UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: === Critical error: ===
    UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
    UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 200]
    UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Ran out of memory allocating 17377738000 bytes with alignment 0
    This is a fairly small game and it would fit quite a few times into this amount of memory...

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  • replied

    We have just released Preview 3 for 4.21! Thank you for your continued help in testing the 4.21 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

    For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

    Fixed in Preview 3
    Fixed! UE-64745 Audio: Spatialization: Plugins: Stereo files using Resonance will play in silence
    Fixed! UE-63295 Audio Attenuation falloff is applied even when turned off when called in Blueprints
    Fixed! UE-63471 Crash on Level Reload in Standalone when Set Sound Mix Class Override is called
    Fixed! UE-64896 Pitching/Buffer tears when VOIP is set to anything besides 48kHz
    Fixed! UE-65477 Fix up template code generation for source effects
    Fixed! UE-65472 Removing Master Submix Effect in BP causes Crash
    Fixed! UE-65339 2017 Epic Copyright in source and plugin code
    Fixed! UE-65127 Hot Reload fails when project code class that derives from a plugin code class is modified
    Fixed! UE-65262 Core install fails to build with ERROR: Source file 'APEX_ClothingPROFILE_x64.pdb' does not exist
    Fixed! UE-65253 Can't safely include ATL headers\libs in 4.20
    Fixed! UE-65392 Visual Studio always prompts to save solution
    Fixed! UE-65189 Unable to package plugins in 4.21
    Fixed! UE-65316 Cannonballs fire offset from cannons in StrategyGame
    Fixed! UE-65153 UndoBufferSize too small to store mesh processing operations
    Fixed! UE-65167 Import of DWG crash Unreal if file already open with another application
    Fixed! UE-65228 Generate and mount DDC pack file for Enterprise templates
    Fixed! UE-63741 Warning occurs when opening project - Warning: BoolProperty FLiveLinkInterpolationSettings::bUseInterpolation is not initialized properly
    Fixed! UE-65182 Editor Crashes When Attempting to Create/Open a Blueprint While 'Show Friendly Variable Names' is False
    Fixed! UE-64601 Composite Curve Tables do not properly update when undoing actions
    Fixed! UE-64631 Random crash adding array elements to Gameplay Tag editor
    Fixed! UE-64585 Adding/Removing a member variable to/from a struct removes the Parent Table from the Composite Data Table
    Fixed! UE-62857 Composite Data/Curve Table Properties not updated when parent table is reimported
    Fixed! UE-63602 You can set restricted tags that already have non-restricted children to not allow non-restricted children
    Fixed! UE-62585 Ensure when interacting with a blueprint in the level that has multiple audio components
    Fixed! UE-62498 [CrashReport] UE4Editor_Kismet!SSCSEditor::AddTreeNode() [sscseditor.cpp:5781]
    Fixed! UE-65482 Crash when aborting rename of a component when a component when the same name has been added to its archetype
    Fixed! UE-62686 One-off crash setting name of duplicate in-world component to blank
    Fixed! UE-65407 Linux: crash when running QAGameEditor in -game mode
    Fixed! UE-63459 Linux to Linux Launch-On fails with Errors - VulkanRHI:vkDeviceWaitIdle(Device) failed, VkResult=-4
    Fixed! UE-63092 Crash Alt-Tabbing out of -game on Linux with -vulkan
    Fixed! UE-64142 Volumetric Fog causing Black Artifacting on Particle and Rect Lights
    Fixed! UE-64138 Movable Volumetric Fog causing Flickering Lighting when Navigating in the Viewport
    Fixed! UE-65290 SceneCapture2D Crashes When Changing to a Mobile Preview
    Fixed! UE-65273 Remote Building for iOS Fails During Build Step: "GetBuildPlatform: No BuildPlatform found for IOS"
    Fixed! UE-65268 Software Occlusion Culling setting is missing in UI
    Fixed! UE-65131 TM-Decals Crashes on Open on tvOS with Metal Desktop-Forward Renderer Enabled
    Fixed! UE-65178 bDisableExposure Exposure bias on Mobile
    Fixed! UE-65143 GitHub 5166 : Exposure bias does not work on mobile anymore.
    Fixed! UE-64891 tvOS crash on launch "Failed to generate a render pipeline state object: Target OS incompatible "
    Fixed! UE-64591 New Mobile PIE doesn't remember size setting from previous session
    Fixed! UE-64588 Make new mobile PIE always aware of high-DPI when in 1x mode
    Fixed! UE-63286 Some HUD elements don't scale with new mobile PIE
    Fixed! UE-63269 New Mobile PIE drop-down covers bezel
    Fixed! UE-63102 Metallic Materials Get Darker When Directional Light Is Set to Movable
    Fixed! UE-64518 New Mobile PIE is a very small size on 4K monitor
    Fixed! UE-64464 HTML5 WebGL1 crash in GLSL1 shader compiler
    Fixed! UE-64383 MSAA depthbuffer never be released on Android
    Fixed! UE-65439 Editor viewport does not grab mouse control during PIE
    Fixed! UE-65321 Android crash: java.lang.NoSuchMethodError: android.view.Display.getPresentationDeadlineNanos
    Fixed! UE-65324 Mac: Editor Crashes When Applying Several Material Changes at Once
    Fixed! UE-65384 GitHub 5178 : Fixed issue that array size for termination character is not enough.
    Fixed! UE-65374 Windows has a couple UnknownRHI's
    Fixed! UE-65218 GitHub 5173 : Fix for GetAndOrCreateGraphicsPipelineState errors reported every 10 seconds
    Fixed! UE-64952 Dx12 Content Examples Crash when exiting the editor
    Fixed! UE-65455 Remove DirectX 11 Mobile Emulation RHIs
    Fixed! UE-65454 Packaged projects do not open with DirectX11 Mobile Emulation
    Fixed! UE-64580 Web Browser UMG Widget Does Not Work in DX12
    Fixed! UE-61675 DX12 KiteDemo editor crashes on launch, Device->CreatePipelineState(Desc, IID_PPV_ARGS(&PSO)) failed
    Fixed! UE-63134 Particle Effects Stop Animating in PIE in -vulkan
    Fixed! UE-63749 TangentCalc_Anim does not animate in PIE on Linux with Vulkan
    Fixed! UE-64419 Crash closing packaged InfiltratorDemo while running with -dx12
    Fixed! UE-65474 Packaged Builds with DX12 Crash on 2nd Start
    Fixed! UE-65457 Crash launching project with Compat.MAX_GPUSKIN_BONES=75 and Preview Rendering set to Shader Model 5
    Fixed! UE-64989 ShooterGame UI is missing components on Mac
    Fixed! UE-65053 HUD not appearing for VehicleAdvGameMode on Mac
    Fixed! UE-63107 AMD Linux Vulkan encounters handled ensure: CmdBuffer -> IsOutsideRenderPass, and then the editor closes
    Fixed! UE-63754 Recompute Tangents causes MorphDown example to render incorrect on Linux
    Fixed! UE-65166 Ensures when sculpting landscape in -vulkan, UpdateRegion.SrcY == 0 in VulkanTexture.cpp
    Fixed! UE-44076 Crash When Opening Static Mesh After Enabling Forward Shading And Disabling "Support Stationary Skylight"
    Fixed! UE-65301 Default asset names for new Material Layers and Material Layer Blends should not contain "MaterialFunction"
    Fixed! UE-64838 Reset Layout option does not reset layout to default in Subeditor Windows
    Fixed! UE-64961 Slow Task windows pop up even when they are set to invisible
    Fixed! UE-64273 Ensure jumping to a cleared bookmark
    Fixed! UE-62477 Cascade Beam Emitter Lifetime Module Is Broken
    Fixed! UE-65305 Editor crashed using MRU Content Browser filter
    Fixed! UE-65293 New Material Layers and Material Layer Blends have compilation errors for their material attribute input and output counts on open
    Fixed! UE-65238 Missing icon on Media Player timeline scrubber when hovered on
    Fixed! UE-64874 Cannot add an emitter asset to a system by double clicking in the New System Wizard
    Fixed! UE-64869 Double Click templates in the New Emitter Wizard does not create the Emitter/System
    Fixed! UE-65001 Crash when using Skeletal Mesh DataInterface's RandomVertex in conjunction with Sampling Regions
    Fixed! UE-64705 Emitters added to the New System Wizard cannot be removed
    Fixed! UE-65475 Huge CPU stall when using GPU particles.
    Fixed! UE-65420 Crash when sampling a pseudo volume texture CPU
    Fixed! UE-65418 Crash when saving an emitter in a debug build.
    Fixed! UE-59926 New Parameters added to the Stack from the Parameters Panel are not initialized
    Fixed! UE-65227 Crash when setting an emitter to GPU and hitting spacebar rapidly to restart it
    Fixed! UE-64987 Crash on compiling Emitter with Sample Skeletal Mesh Surface module where assigned Default Mesh already has CPU access
    Fixed! UE-65078 Anim Class dropdown menus for skeletal mesh assets glitch
    Fixed! UE-64214 Clicking on object causes EndInputTouch to fire on the press instead of the release
    Fixed! UE-65281 Unable to move items added to the Canvas of a Widget Blueprint with Mouse Click and Drag
    Fixed! UE-65337 Windows Mixed Reality - WMR fixes are missing from release 4.21
    Fixed! UE-65373 Autosave packages is including map built data

    REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide

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