Announcement

Collapse
No announcement yet.

Unreal Engine 4.22 Preview

Collapse
This is a sticky topic.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

    [PREVIEW] Unreal Engine 4.22 Preview

    PREVIEW!

    Preview 1 of the upcoming 4.22 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle.

    Please be aware that preview releases are not fully quality tested, they are still under heavy active development, and should be considered unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

    Links to known and fixed issues for this release are provided below. If you discover any additional issues with this preview release, please report them using the guidelines in the link: How to Report a Bug.

    Known & Fixed Issues
    NOTE: You may have to restart the launcher if the preview isn't available.

    4.22 Preview Summary

    This list provides a brief summary of updates in this Preview which may benefit from additional testing. Not all updates may be listed. Full release notes will be made available with the final 4.22 release.


    Animation Updates:
    • Animation Budgeting System (Early Access)
    • Animation Sharing Plugin. Added a new plugin which implements an Animation Sharing system. The system is used for reducing the overall amount of animation work required for a crowd of actors.
    • Preview Scene Settings Improvements. Will allow the user to hide Environment Cubemap without disabling lighting
    • Per Platform Properties Improvements. Per Platform Properties have been extended to be allow for setting values based on Target Platform in addition to the Platform Groups.
    Audio Updates:
    • New Unreal Audio Engine now on by Default for New Projects
    • TimeSynth. TimeSynth is a new audio clip based synth component focused on providing designers with sample-accurate start, stop, and concatenation sound playback.
    • Layered Sound Concurrency. The Sound Concurrency System now observes multiple settings/groups.
    • Spectral Analyzer for Submixed Added to Real Time Analysis Tools. In addition to the Envelope Follower, designers can now analyze a Submix’s Spectral Energy during gameplay to drive Blueprint automation.
    • Improvements to Sound Asset Importing. We have improved sound asset importing, in addition to supporting multi-channel wav files, Unreal Engine now converts from a variety of sound file formats upon import including AIFF, FLAC, and OGG/Vorbis.
    • Improvements to MIDI Device Plugin. Improvements have been made to the MIDI Device Plugin allowing users to not only process MIDI Device Input, but also send MIDI Messages Out to Devices.
    Automation Updates:
    • Gauntlet Improvements
      • Expanded documentation & samples
      • iOS Support
      • Device Service
      • Profile Guided Optimization
      • Report Creation
    Dev Tools Updates:
    • Visual Studio 2019. Support for Visual Studio 2019 has been added. By default, UE4 will still use the Visual Studio 2017 compiler if you have it installed.
    • Build Time Improvements. We’ve made a large number of optimizations to UnrealBuildTool and UnrealHeaderTool to improve C++ iteration times.
    • Support for long filenames (Experimental). Historically, paths in windows have been limited to 260 characters, which can cause problems for projects with complex naming conventions and deep hierarchies of assets. The Windows 10 Anniversary Update adds support for much longer filenames, on the condition that the user and each application opt-in to it.
    Editor Updates:
    • Subsystems. Subsystems are auto instanced classes with managed lifetimes. These classes provide easy to use extension points where the programmers can avoid the complexity of modifying or overriding engine classes while simultaneously getting Blueprint and Python exposure out of the box.
    • Editor Utility Widgets. Editor Utility Widgets are based on UMG, so you can modify the layout of the Editor user interface, and set up Blueprints for logic just as you can with a UMG widget.
    • Material Analyzer. The Material Analyzer can be found under Window > Developer Tools. If you open the Material Analyzer right when the Editor starts, it will wait for the Asset registry to finish loading.
    Gameplay & Scripting Updates:
    • Blueprint Indexing Optimizations. Improved editor startup/load times by deferring Blueprint search data re-indexing work until a global Find-in-Blueprint tab is opened.
    Mobile Updates:
    • Mobile Feature Level Preview Improvements
    • Scalability Platform Override for Mobile Play-in-Editor
    • Movable Spotlight support on Mobile
    • SaveGame System iCloud Support
    • Device Output Window Improvements
    • HTML5 Platform Improvements
    • Dithered LOD Transitions on Mobile
    • iOS Preferred Orientation
    Networking Updates:
    • Improved Steamworks support. We’ve made several improvements to usability and quality of life for developers of multiplayer games on Steam.
      • Dedicated Servers on Steam can now receive custom names (up to 63 characters) with the new "-SteamServerName" launch argument.
      • Projects can now override the Steam network layer by deactivating the "bUseSteamNetworking" configuration value and setting their NetDriver configurations to the preferred underlying network layer.
      • We have greatly improved the usability of Steam NetDrivers with UE4 Beacons in addition to standard game networking.
      • You can now set certain required Steam values, such as dedicated server names, or the application ID, in your project's Target.cs file. Making changes to these values will no longer require recompiling the engine.
    Niagara Updates:
    • Vector Field Data Interface. We reworked the Vector Field Data Interface completely, and now it works the same for both CPU and GPU particles. The Vector Field Data Interface only supports static vector fields.
    • Curl Noise Data Interface. The Curl Noise Data Interface is completely reworked. Unreal Engine 4 now generates procedural curl noise based on an underlying simplex noise function. The results are identical for both CPU and GPU emitters.
    • Detailed Random Number Generation. This feature adds support for deterministic random number generation for both CPU and GPU Niagara emitters.
    • Additional Inputs for Math Operations.
    • Support for Deprecating Scripts. Scripts for modules, dynamic inputs, and functions can now be marked as deprecated in the script editor. Emitters and systems using deprecated scripts will now display errors in the UI, and deprecated scripts will not show up in the menus used to add them.
    • New Initialization Modules
    • Select by Simulation Target Node. A new node is available for use in script graphs for modules, dynamic inputs, and functions which can be used to execute different logic depending on whether an emitter is running in the CPU vector machine or in a GPU compute script.
    • New Collision System. Niagara collisions have been completely rewritten. The tool now supports ray-trace-based CPU collisions, CPU+GPU analytical plane collisions, GPU scene depth, and distance field collisions.
    Physics Updates:
    • Clothing Improvements. Minor improvements to cloth have been made:
      • Remap clothing parameters on asset re-import
      • Added feature to copy clothing assets from an existing skeletal mesh
    Rendering Updates:
    • Real-Time Ray Tracing and Path Tracing (Early Access)
      • Added ray tracing low level support.
        • Implemented a low level layer on top of UE DirectX 12 that provides support for DXR and allows creating and using ray tracing shaders (ray generation shaders, hit shaders, etc) to add ray tracing effects.
      • Added high-level ray tracing features
        • Rect area lights
        • Soft shadows
        • Reflections
        • Reflected shadows
        • Ambient occlusion
        • RTGI (ray traced global illumination)
        • Translucency
        • Clearcoat
        • IBL
        • Sky
        • Geometry types
          • Triangle meshes
            • Static
            • Skeletal (Morph targets & Skin cache)
            • Niagara particles support
        • Texture LOD
        • Denoiser
          • Shadows, Reflections, AO
        • Path Tracert
        • Unbiased, full GI path tracer for making ground truth reference renders inside UE4.
    • Runtime Render Graph API
      • Preview of the upcoming Render Graph API, only a small portion of the renderer has been converted.
    • Mesh Drawing Pipeline Refactor
      • This refactor will make the upgrade process more time consuming than normal for licensees who have made custom modifications to private rendering code.
      • Refactor adds auto-instancing at runtime and more efficient renderthread mesh drawing
    Sequencer Updates:
    • Take Recorder. Take recorder supports virtual production workflows where fast iteration of recording performances/takes and reviewing previous takes are critical.
    • Sequencer - Network Replication. Level sequence actors that are set to replicate now synchronize their playback time between server and client.
    • Sequencer Tracks
      • Layered Animation
      • Live Link Track
      • Object binding track (aka material track)
      • Multiple object bindings
      • Copy/paste sections
      • Marks (labels, colors, runtime playback, vertical bounds)
    • Movie Scene Capture
      • Composure track/buffers
      • Expose Track/Section to Blueprints
    • Python Support
    Virtual Production Updates:
    • Real-Time Compositing with Composure. This release introduces significant new capabilities to the Composure Plugin, making it easier than ever to composite images, video feeds, and CG elements directly within Unreal Engine.
    • OpenColorIO (OCIO) Color Profiles. You can now use OpenColorIO (OCIO) color profiles to transform the color space of any Texture or Composure Element directly within the Unreal Engine.
    • Hardware-Accelerated Video Decoding (Experimental). On Windows platforms, you can now use your GPU to speed up the processing of H.264 video streams. This reduces the strain on the CPU when playing back video streams, which may result in smoother video and may allow you to use higher resolution movie files and more simultaneous input feeds.
    • New Media I/O Formats
    • nDisplay Improvements (Experimental). This release adds several new features that make the nDisplay multi-display rendering system more flexible, handling new kinds of hardware configurations and inputs.
    XR Updates:
    • Hololens Remote Streaming Support. Unreal Engine 4 now supports Holographic Remoting through the Windows Mixed Reality plugin.
    • Oculus Quest Support. Unreal Engine 4 now supports the Oculus Quest all-in-one VR gaming system.
    Last edited by Tim Hobson; 02-14-2019, 01:17 PM.

    #2
    Nice! Should raytracing work in VR in 4.22? Meaning, should it render correctly in VR, without unusual artifacts? Not talking about performance here, just about rendering without bugs.
    Last edited by John Alcatraz; 02-12-2019, 12:55 PM.
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

    Comment


      #3
      Originally posted by John Alcatraz View Post
      Nice! Should raytracing work in VR in 4.22? Meaning, should it render correctly in VR, without unusual artifacts?
      I wouldn't expect that to be the case, but then I also doubt you'd be able to run it quickly and accurately enough to be worth the effort anyway?

      Comment


        #4
        Originally posted by ambershee View Post

        I wouldn't expect that to be the case, but then I also doubt you'd be able to run it quickly and accurately enough to be worth the effort anyway?
        Based on initial testing, it seems that raytraced shadows might be faster than CSM in some cases, so if you're having a VR game that spends half the time on CSM, it might make sense. I'm not interested in the performance at the moment though, just asking if it should work "correctly" in VR, without unusual artifacts.
        Easy to use UMG Mini Map on the UE4 Marketplace.
        Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

        Comment


          #5
          full guide for how to use raytracing would be good. for example i couldnt find how to enable GI and denoiser.

          Comment


            #6
            Originally posted by John Alcatraz View Post
            Nice! Should raytracing work in VR in 4.22? Meaning, should it render correctly in VR, without unusual artifacts?
            You're probably going to take a huge performance hit with real-time ray-trace + VR. But also depends on your scene. If the 2000 series Geforce cards can't handle it, I'm sure the 3000 series will. First gen RTX isn't perfect.
            Eldridge Felder

            Animation/Visualization Manager
            WorthGroup Architects

            Comment


              #7
              when i add "-dx12" at the end of shortcut. it gives crash report but opens editor.

              Comment


                #8
                For those who don't have an RTX GPU, how can we enable Raytracing for testing purposes?

                I heard that a compatibility layer is available which will let us run DXR capable applications on GPUs that don't support hardware accelerated raytracing, but I'm unsure on where to download it, and how to set it up.

                Comment


                  #9
                  No UWP support for Windows Mixed Reality at this moment?
                  The Last Rolling Hero on Steam!

                  Comment


                    #10
                    Originally posted by DevideByZer0 View Post
                    No UWP support for Windows Mixed Reality at this moment?
                    UWP isn't in UE4, so I'd imagine that task would be up to Microsoft, since they have their own fork of UE4 that supports UWP.

                    Comment


                      #11
                      What's the "new audio engine enabled by default" about? Was it... not enabled before? I thought it's been around for quite a while now.

                      Comment


                        #12
                        Originally posted by Zeblote View Post
                        What's the "new audio engine enabled by default" about? Was it... not enabled before? I thought it's been around for quite a while now.
                        Prior to 4.22 you had enable it, it was not default.

                        Comment


                          #13
                          Woot!! finally my 2 RTX 2080 ti founder get to be used

                          Comment


                            #14
                            Thank you so much Epic, for implementing my sequencer feature request enhancements!
                            Sequencer Tracks : Marks (labels, colors, runtime playback)

                            Comment


                              #15
                              WOW Movable Spotlight support on Mobile THANK U FOR FLASHLİGHT ON MOBİLE

                              Comment

                              Working...
                              X