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  • replied
    UPDATE!

    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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  • replied
    Still crashing when trying to make high res screenshot with circle DOF

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  • replied
    Really sad to see UE-62291 get pushed to 4.22. Would have loved to be able to use all nifty Switch optimizations from 4.20+ before we release, but sadly it makes our game unplayable.
    Last edited by MindballJohan; 10-23-2018, 11:08 AM.

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  • replied
    SVirtualJoystick doesn't follow DPI Curve.
    It has it's own scaling approach.

    It's a bug that I raised on the previous version already: Case # 00057452:

    Thanks,

    Leave a comment:


  • replied
    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 news 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.

    Last edited by ZacD; 10-24-2018, 10:43 AM.

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  • replied
    Originally posted by Kalle_H View Post

    Most of the games will use hybrid raytracing. First they rasterize gbuffer and then ray trace for effects where it make most sense. Like for GI, ambient occlusion, reflections, soft shadows. This way you don't need to rework whole engine and you can enable/disable effects depending on performance and needs. Tracing also primary rays would be big CPU optimization(just single draw call) but depending on GPU it might be tad slower.
    Got it, thanks for the clarification.

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  • replied
    Originally posted by DamirH View Post

    None of those games use RTX properly it's just half-implemented, post-launch, only for early adopters of the hardware. But you don't want to hear that nor what I am actually saying, which is: Real Time Ray Tracing is not even remotely close to being universally accepted like programmable shaders are today. An EXTREMELY SMALL subset of PC only devices having access to it means that its development should NOT be a priority because statistically speaking it makes no sense whatsoever. The main driving force behind the technology being nVidia and Microsoft will only make general adoption of it that much more slower.

    Nowhere did I ever say that I don't want to use it. But in the real world more games release on consoles, including the Switch and no one except high-end AAA studios can afford implementing a fledgling piece of tech just for <1% of their consumer base who have a RTX card. Us mortals have to develop for the lowest common denominator.

    Edit: I can't seem to find the source of the info that I've read regarding the RTX implementation in Tomb Raider but apparently it only uses a subset of the features and not full-fledged ray-tracing, whatever that entails.
    Most of the games will use hybrid raytracing. First they rasterize gbuffer and then ray trace for effects where it make most sense. Like for GI, ambient occlusion, reflections, soft shadows. This way you don't need to rework whole engine and you can enable/disable effects depending on performance and needs. Tracing also primary rays would be big CPU optimization(just single draw call) but depending on GPU it might be tad slower.

    Leave a comment:


  • replied
    Originally posted by kurylo3d View Post

    So because you dont want to use RTX and raytracing.. no one should? Well.. the new battlefield game and the new tombraider games disagree with you.
    None of those games use RTX properly it's just half-implemented, post-launch, only for early adopters of the hardware. But you don't want to hear that nor what I am actually saying, which is: Real Time Ray Tracing is not even remotely close to being universally accepted like programmable shaders are today. An EXTREMELY SMALL subset of PC only devices having access to it means that its development should NOT be a priority because statistically speaking it makes no sense whatsoever. The main driving force behind the technology being nVidia and Microsoft will only make general adoption of it that much more slower.

    Nowhere did I ever say that I don't want to use it. But in the real world more games release on consoles, including the Switch and no one except high-end AAA studios can afford implementing a fledgling piece of tech just for <1% of their consumer base who have a RTX card. Us mortals have to develop for the lowest common denominator.

    Edit: I can't seem to find the source of the info that I've read regarding the RTX implementation in Tomb Raider but apparently it only uses a subset of the features and not full-fledged ray-tracing, whatever that entails.
    Last edited by DamirH; 10-23-2018, 02:43 AM.

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  • replied
    Happy to see the move over to the new SteamVR input system. Last I checked in on the dev-vr branch it was just the basics being wired up. With Knuckles EV3 I'm very interested in the skeletal model the input API provides. Any idea of the timeline for getting this particular piece of data out of the input system in an unreal native data type? (even if it isn't a solution that is fully wired up to the default hand model). Just trying to decide if that will come in the 4.21 release window or whether I should start our own implementation?

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  • replied
    Originally posted by DamirH View Post
    Yes of course, that is my point, it is still early.
    So because you dont want to use RTX and raytracing.. no one should? Well.. the new battlefield game and the new tombraider games disagree with you.

    Leave a comment:


  • replied
    • Oculus Avatars. The Oculus Avatar SDK includes an Unreal package to assist developers in implementing first-person hand presence for the Rift and Touch

    Hi Shadow.Storm is it possible to have some info about this package.
    Thanks.
    Last edited by J_Tox; 10-22-2018, 09:55 AM.

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  • replied
    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.

    During packaging I get the following error:

    Code:
    Running: XXX\UE_4.21\Engine\Binaries\DotNET\UnrealBuildTool.exe UE4Game Win64 Development -plugin=XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\PointCloudPlugin.uplugin -iwyu -noubtmakefiles -manifest=XXX\PointCloudPlugin\HostProject\Saved\Manifest-UE4Game-Win64-Development.xml -NoHotReload -ignorejunk -log="XXX\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt"
      Using Visual Studio 2017 14.15.26726 toolchain (XXX\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.17134.0 SDK (XXX\Windows Kits\10).
      Parsing headers for UE4Game
        Running UnrealHeaderTool UE4Game "XXX\UE_4.21\Engine\Intermediate\Build\Win64\UE4\Development\UE4Game.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
      Reflection code generated for UE4Game in 5.6389115 seconds
    ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\Intermediate\Build\Win64\UE4\Development\PointCloudRuntime\PointCloudRuntime.precompiled'.
                at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
                at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
                at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
                at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
                at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
                at Tools.DotNETCommon.JsonObject.Read(FileReference File) in XXX\UE_4.21\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:line 50
                at UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:line 37
                at UnrealBuildTool.UEBuildBinary.GetBuildProducts(ReadOnlyTargetRules Target, UEToolChain ToolChain, Dictionary`2 BuildProducts, Boolean bCreateDebugInfo) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 485
                at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2247
                at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in XXX\UE_4.21\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1503
             (see XXX\UE_4.21\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4Game-Win64-Development.txt for full exception trace)
    Took 8.3353892s to run UnrealBuildTool.exe, ExitCode=5
    I checked the path it points to, and it ends at 'XXX\PointCloudPlugin\HostProject\Plugins\PointCloudPlugin\Intermediate\Build\Win64\UE4' - there is no 'Development' folder.

    In addition, this corrupts my whole UE4.21 installation, so that I have to run verify on it before I can run the engine again (any projects, even non-related to the plugin). As a matter of fact I can't even get to the engine project wizard at this point. Get this crash report instead:

    Code:
    Fatal error: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 999] Unable to read module manifest from '../../../Engine/Binaries/Win64/UE4Editor.modules'. Module manifests are generated at build time, and must be present to locate modules at runtime.
    
    UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:422]
    UE4Editor_Core!FModuleManager::FindModulePathsInDirectory() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:1002]
    UE4Editor_Core!FModuleManager::FindModulePaths() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:974]
    UE4Editor_Core!FModuleManager::FindModulePaths() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:936]
    UE4Editor_Core!FModuleManager::FindModules() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:129]
    UE4Editor_Core!FModuleManager::ModuleExists() [d:\build\++ue4\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:150]
    UE4Editor_Core!FPlatformFileManager::GetPlatformFile() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\platformfilemanager.cpp:96]
    UE4Editor!LaunchCheckForFileOverride() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:677]
    UE4Editor!FEngineLoop::PreInit() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1144]
    UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:135]
    UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
    UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
    UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
    kernel32
    ntdll
    Any advice?

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  • replied
    Great audio updates! Thanks!

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  • replied
    Yes of course, that is my point, it is still early.

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  • replied
    Originally posted by DamirH View Post
    Being able to pick up != widely accepted. Only a very small % of the enthusiast market will have access to RTX now. It will be decades before you can claim that every gaming rig on the market will have RTX support, like every gaming rig today supports programmable shaders.
    When Epic presented Star Wars demo half a year ago many people were saying things like: "What's the point of it? You need incredibly expensive hardware to run such demo. It will take years before this demo can be rendered real-time at home".
    It's already possible for ost $1000. Of course "a very small & of the enthusiast market will have access to RTX now". It just got released. My friend-enthusiast got his RTX card yesterday although he ordered it weeks ago. Nothing wrong or odd with that - this is natural lifecycle of technology.

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