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    Originally posted by kgamble View Post
    Would anyone be able to shed some insight into what is going on with some of my sequences in the preview?
    In 4.21, or if I play my sequence right when the level starts, all my characters look the way we expect
    Click image for larger version

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    but if in the 4.22 preview I play through to where the sequence is supposed to play in our game they're all just collapsed into puddles of polygons
    Click image for larger version

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    I also found that if these meshes have physics enabled then the game just crashes with the following stack trace
    Code:
    Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611]
    
    UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:418]
    UE4Editor_Engine!DispatchCheckVerify<void,<lambda_772c629cba1e4a100b11566d43231efa> >() [d:\build\++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:162]
    UE4Editor_Engine!<lambda_4c016f6bf28eee943867ebb35fb73aef>::operator()() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physanim.cpp:577]
    UE4Editor_Engine!FPhysicsCommand_PhysX::ExecuteWrite() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physicsinterfacephysx.cpp:635]
    UE4Editor_Engine!USkeletalMeshComponent::UpdateKinematicBonesToAnim() [d:\build\++ue4\sync\engine\source\runtime\engine\private\physicsengine\physanim.cpp:638]
    UE4Editor_Engine!USkeletalMeshComponent::PostAnimEvaluation() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2386]
    UE4Editor_Engine!USkeletalMeshComponent::RefreshBoneTransforms() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:2112]
    UE4Editor_MovieSceneTracks!MovieScene::FComponentAnimationActuator::Actuate() [d:\build\++ue4\sync\engine\source\runtime\moviescenetracks\private\evaluation\moviesceneskeletalanimationtemplate.cpp:273]
    UE4Editor_MovieSceneTracks!TBlendableTokenStack<MovieScene::FBlendedAnimation>::ComputeAndActuate() [d:\build\++ue4\sync\engine\source\runtime\moviescene\public\evaluation\blending\moviesceneblendingaccumulator.inl:28]
    UE4Editor_MovieScene!FMovieSceneBlendingAccumulator::Apply() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\blending\moviesceneblendingaccumulator.cpp:27]
    UE4Editor_MovieScene!FMovieSceneExecutionTokens::Apply() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneexecutiontokens.cpp:78]
    UE4Editor_MovieScene!FMovieSceneRootEvaluationTemplateInstance::EvaluateGroup() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneevaluationtemplateinstance.cpp:341]
    UE4Editor_MovieScene!FMovieSceneRootEvaluationTemplateInstance::Evaluate() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\evaluation\moviesceneevaluationtemplateinstance.cpp:259]
    UE4Editor_MovieScene!UMovieSceneSequencePlayer::UpdateMovieSceneInstance() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:835]
    UE4Editor_MovieScene!UMovieSceneSequencePlayer::PlayInternal() [d:\build\++ue4\sync\engine\source\runtime\moviescene\private\moviescenesequenceplayer.cpp:182]
    UE4Editor_DialogPlugin!ADialogManager::HandleLineSceneType() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:1417]
    UE4Editor_DialogPlugin!ADialogManager::InternalMoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:647]
    UE4Editor_DialogPlugin!ADialogManager::MoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\private\dialogmanager.cpp:582]
    UE4Editor_DialogPlugin!ADialogManager::execMoveToNextLine() [d:\svn repositories\eh422\plugins\integrateddialog\source\dialogplugin\classes\dialogmanager.h:127]
    UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4653]
    UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:947]
    UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2354]
    UE4Editor_CoreUObject!UObject::execLetBool() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2256]
    UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
    UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:852]
    UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1076]
    UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
    UE4Editor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:852]
    UE4Editor_CoreUObject!ProcessLocalFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1076]
    UE4Editor_CoreUObject!ProcessLocalScriptFunction() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1017]
    UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1101]
    UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4653]
    UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1504]
    UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:769]
    UE4Editor_Engine!FOnTimelineEvent::ExecuteIfBound() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\components\timelinecomponent.h:15]
    UE4Editor_Engine!FTimeline::TickTimeline() [d:\build\++ue4\sync\engine\source\runtime\engine\private\timeline.cpp:533]
    UE4Editor_Engine!UTimelineComponent::TickComponent() [d:\build\++ue4\sync\engine\source\runtime\engine\private\timeline.cpp:690]
    UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_0d4f53812ecf0d18d8c5e79c6a8dd7fe> >() [d:\build\++ue4\sync\engine\source\runtime\engine\classes\gameframework\actor.h:3109]
    UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:816]
    UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:842]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:582]
    UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1457]
    UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:557]
    UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1505]
    UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:789]
    UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1565]
    UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1618]
    UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
    UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3954]
    UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
    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:275]
    UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
    kernel32
    ntdll
    These actors are just simple SkeletalMeshActors, I did find that if I replace them with a actor derived from Character I don't have any of these problems but I would like to figure out the actual cause in case I encounter this in the future. I'd also make a bug report but I don't have a clue where to even start figuring out repro steps.
    Actually this bug is also present in UE4.21, I have already reported this bug, and the most interesting part is that UE4 developers were already aware of this issue and still they went ahead and released UE4.21, and they told me that this bug is not their priority at the moment.
    So I hope this will get fixed in this released as they didn't give me the date for the fix. Now I m certain that this is not going to get fixed in this release as well.

    I will also tell you that I asked them that atleast give me context, I will try to fix it myself, but they didn't give me the context. Now since you have posted the logs, I will use it and try to fix it, but won't raise PR for that. Let epic do the fix.

    Comment


      Something wrong with LODs, generated with built-in LOD generator in UE 4.22
      Comparison: https://imgur.com/a/hWlVjWW
      Any ideas on how to fix that?

      Also, when I tried to submit this bug, I got this: https://imgur.com/a/wTAVHDe
      Last edited by Kelheor; 02-18-2019, 07:39 AM.
      Marketplace content: - Projectiles Pack - Research Center - Quest System - Modular Vehicle - Military Ships Pack - Hats Pack - Axes Pack - Swords Pack - Photo Mode

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      Comment


        Hello!
        So, as I understand, at this moment there are no support DXR for glass materials? It seems like work only in mirror materials. Works only path tracing this way. Click image for larger version

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        Last edited by EA_Unreal_77; 02-18-2019, 12:11 PM.

        Comment


          For those who have a dx12 error on RTX, just check your Win10 build version: 1809
          https://www.microsoft.com/en-us/soft...load/windows10
          Last edited by AndreasAustPMX; 02-18-2019, 02:21 PM.

          Comment


            I enabled r.RayTracing.AreaLight and my shadows changed so I thought it was working, but now when I go into the Path Tracing view mode everything is pitch black. Any ideas?

            Comment


              Originally posted by lotodore View Post

              I have created "Case # 00099009: MultiBoxTraceByChannel regression with custom trace channel",
              ...
              An issue was created https://issues.unrealengine.com/issue/UE-70220
              As it turns out, the issue is about start and end position of box trace being the same, which used to work in all previous releases (meaning to trace only the point with box bounds).
              Thanks @ support staff for further analysis.

              Comment


                Originally posted by Rareden View Post
                [/SPOILER]
                same problem for me too.
                Same problem for me as well.

                Comment


                  We have been running a modified 4.21 with the only change being disabling depth compositing to work around the AMD depth buffer corruption driver issues for Oculus. Is this still an issue in 4.22?

                  I think the bug tracker is still marked as "working as intended." Auto failing oculus submission approval isn't workable and neither is waiting for AMD to fix their drivers.

                  Comment


                    UPDATE!

                    We have just released Preview 2 for 4.22! Thank you for your continued help in testing the 4.22 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 2
                    Fixed! UE-67688 One off ensure adding a Pose to the Anim Graph - Ensure condition failed: LUTIndex.IsValidIndex(PoseName.UID)
                    Fixed! UE-70062 AUDIO: Occlusion Interpolation Time is not functioning
                    Fixed! UE-69978 AUDIO: New projects are not defaulting to using AudioMixer
                    Fixed! UE-69907 Loading Visual Studio toast does not close
                    Fixed! UE-69795 Editor hangs when attempting to create C++ class in QAGame
                    Fixed! UE-69712 Data Asset Deserialization crash after upgrading 4.19.2 to 421.1
                    Fixed! UE-69656 Cooker Progress Display Mode does not display Package Names
                    Fixed! UE-69883 Datasmith Scene Crash On Import
                    Fixed! UE-69965 DS Data Prep : Compile button at the wrong place
                    Fixed! UE-70035 DS Data Prep : cosmetic changes missing
                    Fixed! UE-70034 DS Data Prep : Integrate missing icons
                    Fixed! UE-70186 Reimporting udatasmith Root scene does not update the geometry after editing the scene in 3DSMax and overwriting the existing udatasmith
                    Fixed! UE-69991 Datasmith re-import crash - UE4Editor-UnrealEd!UMaterialInstanceConstantFactoryNew::FactoryCreateNew
                    Fixed! UE-69739 Invalid lightmap settings after Python Datasmith CAD import
                    Fixed! UE-70040 Compilation warnings with Clang compiler - declaration shadows a field of 'FDatasmithFBXSceneProcessor'
                    Fixed! UE-69796 DeltaGen importer asks to override LevelVariantSets on reimport
                    Fixed! UE-69792 Default options of DeltaGen importer do not fill default paths resulting in partial import
                    Fixed! UE-69801 VRed importer - material properties are not set properly
                    Fixed! UE-69794 DeltaGen and VRED importer does not import texture
                    Fixed! UE-70060 GitHub 5554 : change Intellisense to vs2019?
                    Fixed! UE-69674 Launching onto Android fails with Magic Leap plugin disabled
                    Fixed! UE-69193 Project specific UE4Commandline.txt is generated and placed in Engine\Intermediate in an installed build
                    Fixed! UE-69957 Run.UAT cook fails for Shootergame with "Failed to delete file AutomationUtils.Automation.dll"
                    Fixed! UE-69290 Mac - Crash reporter not showing up for Debug Render commands
                    Fixed! UE-69878 C++ project packaging and Launch On fails with System.IO.DirectoryNotFoundException for Metadata.dat
                    Fixed! UE-68840 GLTF - Buster Drone scene animation is busted
                    Fixed! UE-68727 Box UV generation out of bound
                    Fixed! UE-69741 VirtualStudio should use FileMediaOutput as a default profile for outputing.
                    Fixed! UE-69569 Crash importing GLTF materials - !AllocationFlags[Index] [File:...\engine\source\runtime\core\public\Containers/SparseArray.h
                    Fixed! UE-69626 Datasmith - Some materials are imported outside of the transient package before the finalize.
                    Fixed! UE-69533 DS Data Prep - Unable to to remove object engine thinks it's in use when it isn't
                    Fixed! UE-68329 Datasmith GLTF wrong camera position
                    Fixed! UE-63407 Not a valid row name message appears twice when renaming a data table row to none
                    Fixed! UE-69838 [CrashReport] UE4Editor-CoreUObject!UObject::Rename(wchar_t const *,UObject *,unsigned int) [Obj.cpp:200]
                    Fixed! UE-69833 [CrashReport] UE4Editor-UnrealEd!AssetSelectionUtils::BuildSelectedActorInfo(TArray<AActor *,FDefaultAllocator> const &) [AssetSelection.cpp:225]
                    Fixed! UE-69734 GitHub 5526 : UE-61501: Remove @ in order for tooltip text to be parsed
                    Fixed! UE-66080 Gameplay Tag Query using NoTagMatch expression does not construct DebugString properly
                    Fixed! UE-57421 Deprecated Enable Navigation System property visible in World Settings
                    Fixed! UE-69807 Log Navigation Errors spam after deleting and creating a new Nav Mesh Bounds Volume - rcBuildCompactHeightfield: Out of memory 'chf.spans'
                    Fixed! UE-69917 stat ai' can crash if UWorld.ControllerList contains nulls
                    Fixed! UE-69914 Navigation collision gathering can result with UObject that are not reachable during GC
                    Fixed! UE-69472 Navigation Mesh ignores Hierarchical Instanced Static Meshes using "Build Paths" or the "Build" Button
                    Fixed! UE-66794 Custom CrowdManagerClass reference is set to none when restarting the Editor
                    Fixed! UE-66340 Dynamic NavMesh disappears when loading/unloading SubLevels
                    Fixed! UE-69049 NavOctree crashing with invalid element IDs
                    Fixed! UE-70120 Aligning Blueprint nodes Horizontally across the Bottom of a node is Aligning from the Middle
                    Fixed! UE-70103 Blueprint Debugger displays a clone of a watched value when observing it during PIE after triggering a breakpoint
                    Fixed! UE-69735 Blueprint function with Delegate param fails to compiled in 4.22 - unable to determine expected signature - is the delegate pin connected?
                    Fixed! UE-70102 Crash Hitting a Breakpoint across Multiple PIE sessions while Watching Array value - watchpointviewer.cpp
                    Fixed! UE-69877 Can't package a project with Media Framework Utilities enabled - Unhandled exception: System.IO.DirectoryNotFoundException: Could not find a part of the path 'Intermediate\Build\Win64\UnrealPak\Development\Metadata.dat'.
                    Fixed! UE-69960 Switch media player crashes when changing tracks
                    Fixed! UE-69935 Switch media player does not seek with open source latent node
                    Fixed! UE-69682 Media Player: Open Source Latent needs to trigger output pin after Play/Seek is called
                    Fixed! UE-70046 Windows Server Asserts after Post-Game Roll Over in ShooterGame - Referencing DataChannel.cpp [Line: 2647]
                    Fixed! UE-66695 Packaging to HTML5 fails when Online Framework is enabled
                    Fixed! UE-67676 FVoiceCaptureWindows::Init produces incorrect result with empty DeviceName
                    Fixed! UE-69601 iOS/tvOS packaging fails during building due to missing library lPhysX3CookingProfile
                    Fixed! UE-69884 Cape physics culling bug in Pixel Streaming Sample
                    Fixed! UE-70152 Pixel Streaming - Kallari Skins 2 and 3 are utilizing soft shadows rather than hard shadows
                    Fixed! UE-69812 Unreal Studio projects fail to open due to MeshEditor plugin failing to load
                    Fixed! UE-69856 GitHub 5541 : WebMMovieStreamer crash: missed string parameter in log line
                    Fixed! UE-69923 Newly created Windows on Linux are resized after creation
                    Fixed! UE-69672 Linux: Running Setup.sh Does Not Download the Latest Linux Toolchain
                    Fixed! UE-64696 Ensure triggered when exiting the editor from PIE, Lhs.CurrentNum == Lhs.InitialNum Error: Array has changed during ranged-for iteration!
                    Fixed! UE-70164 Ensure when closing the editor after selecting 'Don't Save', Lhs.CurrentNum == Lhs.InitialNum
                    Fixed! UE-70038 Tiny artifact in curve editors on Mac when moving mouse
                    Fixed! UE-51711 [CrashReport] Mac crash - UE4Editor-Slate.dylib!PrepassWindowAndChildren(TSharedRef<SWindow, (ESPMode)0>)
                    Fixed! UE-46425 [CrashReport] Crash on Mac related to cooking for Android - libstdc++.6.dylib!std::_Rb_tree_rotate_left()
                    Fixed! UE-64286 Zenfone 2 experiences massive rendering artifacts in ES3.1
                    Fixed! UE-68976 HTML5 Preview Mode uses Android icon
                    Fixed! UE-69789 Packaging Vehicle Advanced Code for HTML5 fails with incomplete definition of type APlayerController error
                    Fixed! UE-69753 Multithreaded HTML5 loads into a black screen
                    Fixed! UE-69737 1st time crash loading a new Preview Rendering Level - Assertion failed: !Material->IsDefaultMaterial()
                    Fixed! UE-65480 Android Vulkan - template projects render white, pink, and green haze
                    Fixed! UE-68340 HTML5 Servers crash on connection cleanup due to malformed connection sources
                    Fixed! UE-60801 Noticeable frame time increases on low end Adreno devices in SunTemple
                    Fixed! UE-68431 Showing black screen when drawing Distion and DOF on Android
                    Fixed! UE-70138 Toggling feature level preview whilst building lighting can crash the editor
                    Fixed! UE-63199 GitHub 5020 : Handle more pixel formats in function ComputeBytesPerPixel
                    Fixed! UE-70043 Selecting camera actors causes missing view mode shaders to be compiled
                    Fixed! UE-70009 Volumetric Lightmaps do not work with Landscape texture mapping
                    Fixed! UE-69967 Fix VisualizeTexture regressions from RDG conversion
                    Fixed! UE-65703 UE4Editor -vulkan crashes when skeletal mesh is viewed
                    Fixed! UE-65500 GitHub 5185 : Shadow comparison optimization.
                    Fixed! UE-66195 Rename misleading Project Setting Metal Desktop-Forward Renderer
                    Fixed! UE-52553 GitHub 4239 : Vertex fog optimization.
                    Fixed! UE-68818 Crash with instanced lightmaps
                    Fixed! UE-67618 GPU scene depth collisions act differently when the niagara editor viewport is open
                    Fixed! UE-69046 GitHub 5497 : Fix FLinearColor::MakeRandomColor always returning white
                    Fixed! UE-70080 TakeRecorder plugin causes a Duplicate Level Seqence Object entry in Blueprint Variable Selection Dialog
                    Fixed! UE-70042 Movie Scene Scripting blueprints do not display the channel type
                    Fixed! UE-69648 Adding a key to a level sequence does not add the object's current value
                    Fixed! UE-70134 Clicking the LOD1~ radio button in the static editor doesn't update the viewport to show the correct lod, works in the skeletal mesh editor.
                    Fixed! UE-70095 Potential for race conditions in startup movies to cause crash
                    Fixed! UE-69802 Crash when creating a sub level and overwriting a level with the same name - Assertion failed: Renaming an object on top of an existing object is not allowed
                    Fixed! UE-69759 Editor crashes when using Advanced Copy with Generate Dependencies to copy a niagara system
                    Fixed! UE-69352 Engine Crashes whenever trying to hide a sublevel.
                    Fixed! UE-69407 Level Switch viewport button does not correctly display levels with numbers
                    Fixed! UE-64265 Component Array doesn't update properly when using Text Variables
                    Fixed! UE-69150 [CrashReport] UE4Editor-UnrealEd!UEditorEngine::CheckForWorldGCLeaks(UWorld *,UPackage *) [EditorServer.cpp:1969]
                    Fixed! UE-69785 Black flickering artifacts near the edge of the viewport when sculpting landscapes
                    Fixed! UE-70002 GenerateGlobalizationFiles.bat fails to load ResourceFileGen.ini
                    Fixed! UE-70124 ConcertPresence base types are visible in the Class Picker
                    Fixed! UE-70123 Multiuser Presence actors are unset by default
                    Fixed! UE-69757 Multi User crash when painting foliage
                    Fixed! UE-70004 Python does now show custom collision channel enum entries
                    Fixed! UE-69604 Calling Console Commands in Python doesn't execute
                    Fixed! UE-58720 No feedback when the user attempts to record in a session outside of the editor
                    Fixed! UE-69282 Media capture (AJA) doesn't grab UMG widgets in standalone mode.
                    Fixed! UE-69059 OpenColorIO shader DDC key missing shader dependency info
                    Fixed! UE-67524 r.Vulkan.RHIThread=1 warning when launching onto Lumin
                    Fixed! UE-69422 Crash entering PIE without Magic Leap SDK referencing delayhlp.cpp:323
                    Fixed! UE-69269 QAGame -game launches with 'Zero Iteration' message regarding VR Mode
                    Fixed! UE-68094 Race condition in the late update manager
                    Fixed! UE-67799 Fix log spam when using a vive wireless adapter
                    Fixed! UE-69840 Instanced Stereo causes multiple rendering errors
                    Fixed! UE-66395 [CrashReport] UE4Editor_OculusAvatar!__delayLoadHelper2() [delayhlp.cpp:323]
                    Fixed! UE-69901 Empty Level Text needs to be fixed up internally and in user-facing text

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

                    Comment


                      Hi great update 4.22.
                      I have a question why Unreal don't make RayTraced work with other card like GTX 900 series?
                      Unigine supports RayTraced Reflection,GI,Shadow.Ambient Occlusion with other cards,not only RTX.

                      Comment


                        4.21 vs 4.22 drawcalls A/B testing for Wrench. A 27% reduction without having to do any work is fantastic.
                        Last edited by alecmoody; 02-19-2019, 12:05 PM.

                        Comment


                          Originally posted by FatmirVaraku View Post
                          Hi great update 4.22.
                          I have a question why Unreal don't make RayTraced work with other card like GTX 900 series?
                          Unigine supports RayTraced Reflection,GI,Shadow.Ambient Occlusion with other cards,not only RTX.
                          Because they play dirty with nvidia and intel only, and optimize/implement only their features. The current Ray tracing is not what you think it is in Unigine, its nvidia's only RTX ****.
                          It is based on Microsofts DXR API which makes it even worse because its not open source, which means all platforms outside Windows running nvidia GPU will not have this.
                          The Ray tracing inside UE4 is the Nvidia implementation, UE4 should have implemented a vendor agnostic DXR ray trace algorithm that uses modern gpu's and compute that way nvidia/amd/intel could use it. But they always played close with Nvidia buddy to implement only their tech, both AMD cpu's and gpu's have only basic support in UE4.
                          Also if ray traced dxr takes off this means linux /mobile is dead as gaming platform, for linux/mobile you need a vulkan DXR implementation equivalent that no one invented yet, and mobile doesnt have the power to ray trace and probably never will on silicon chips.


                          Also DXR was developed aggressively anti-AMD and anti-open standards by Microsoft and Nvidia togheter so they can **** on competition, and Epic is guilty of further promoting that concept. If that wasnt bad enough with the launch of their games store they started bad market practices by making games exclusive deals, and to make it worse games like Metro exodus cost 49$ in US epic store and 59Euro in european epic store even tough its the same store/game, thats a 17$ difference scam epic style.

                          Comment


                            Originally posted by KingVario View Post

                            Because they play dirty with nvidia and intel only, and optimize/implement only their features. The current Ray tracing is not what you think it is in Unigine, its nvidia's only RTX ****.
                            It is based on Microsofts DXR API which makes it even worse because its not open source, which means all platforms outside Windows running nvidia GPU will not have this.
                            The Ray tracing inside UE4 is the Nvidia implementation, UE4 should have implemented a vendor agnostic DXR ray trace algorithm that uses modern gpu's and compute that way nvidia/amd/intel could use it. But they always played close with Nvidia buddy to implement only their tech, both AMD cpu's and gpu's have only basic support in UE4.
                            Also if ray traced dxr takes off this means linux /mobile is dead as gaming platform, for linux/mobile you need a vulkan DXR implementation equivalent that no one invented yet, and mobile doesnt have the power to ray trace and probably never will on silicon chips.


                            Also DXR was developed aggressively anti-AMD and anti-open standards by Microsoft and Nvidia togheter so they can **** on competition, and Epic is guilty of further promoting that concept. If that wasnt bad enough with the launch of their games store they started bad market practices by making games exclusive deals, and to make it worse games like Metro exodus cost 49$ in US epic store and 59Euro in european epic store even tough its the same store/game, thats a 17$ difference scam epic style.
                            Some of the information you are posting are not totally accurate.

                            Epic implemented DXR which is under DX12. To have DXR working on any non-RTX card (brand of NVidia) the vendor has to provide a driver which is able to provide the DXR API entries to handle DXR workloads (that in theory can be done with compute shaders), being this vendor NVidia itself for their non-RTX cards or AMD or even Intel.

                            Vulkan has already similar DXR features built into and if a card vendor provides its drivers with that compatibility, they will work on iOS or Linux aswel. Btw Nvidia has Vulkan ready.

                            The only thing really missing here is a vendor providing the drivers compatible with DXR. When DXR was announced, all companies were made invitations to participate on that specification, also AMD was one of the firsts to do it. Any non-RTX card available in the market today is capable of doing 1 to 2 Gigarays, the RTX 2060 is able to do 5 Gigarays alone. The matter is that NVidia did not only made their solution faster for DXR, but also provided a hardware advantage called RT cores to deal with real time raytracing.

                            If any time soon, AMD comes with an updated driver for their cards supporting DXR, it will just work, and if they do the same for the Vulkan portion, it will just work. (I know that "it will just work" seems like NVidia propaganda...)
                            Nilson Lima
                            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
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                              I haven't yet tried 4.22 preview 2 but I did have an issue with preview 1 where my c++ VR project starts and everything works with the exception that my motion controllers don't actually move. They remain fixed in space near their spawn location. The HMD moves correctly and the inputs on the oculus touch controllers work fine but they don't track their position. I haven't looked into it a great deal. I'll dig around some more tonight. I quickly switched back to 4.21 and they worked fine there.

                              Just wondering if anyone had any suggestions or if there is an upgrade I need to perform on my end.

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                                Unigine uses Voxel Cone based GI and not Raytracing, which we already have called VXGI. Here is a paper on Bounding Voume Hierarchies which is what the RT Cores in the 20xx cards mainly accellerate: https://graphics.stanford.edu/~boulo...ient_notes.pdf

                                Now you can use the compute shaders for that, but it just isn‘t fast enough on top of AMD and Maxwell cards having a lot less raw horsepower than something like a 2080 Ti even without the dedicated processing units.
                                Last edited by SimSevi; 02-19-2019, 03:13 PM.

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