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Unreal Engine 4.22 Released!

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  • replied
    Originally posted by robob3ar View Post
    In case no one complained already - 4.22 with dx 12 and raytracing on - with 2080ti (asus strix oc) - constant freezes, I have 4 monitor setup 980 ti, 1080ti, 2x2080ti - i9 9900k, 64gb g skill tridendz, all new hardware, msi meg godlike (memory qvl), everything hardware compatible and latest everything installed - just went from latest nvdia drivers to older creator ready .. no luck .. tried with all windows on one monitor, freezes after a few seconds of running raytracing .. how did this slip through and closing this as a full version? (or I guess the raytracing goes to 4.23?)

    - so, as I didn't go through the 12 pages here already - any recomendations.. this is the most buggiest version yet

    ..also when I do run it in normal mode, I get mad movement speeds, and gizmo doesn't show, sometimes just the move gizmo, sometimes none, until I switch to another viewport.. - anyone else
    check this here

    https://answers.unrealengine.com/que...ml?sort=oldest

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  • replied
    In case no one complained already - 4.22 with dx 12 and raytracing on - with 2080ti (asus strix oc) - constant freezes, I have 4 monitor setup 980 ti, 1080ti, 2x2080ti - i9 9900k, 64gb g skill tridendz, all new hardware, msi meg godlike (memory qvl), everything hardware compatible and latest everything installed - just went from latest nvdia drivers to older creator ready .. no luck .. tried with all windows on one monitor, freezes after a few seconds of running raytracing .. how did this slip through and closing this as a full version? (or I guess the raytracing goes to 4.23?)

    - so, as I didn't go through the 12 pages here already - any recomendations.. this is the most buggiest version yet

    ..also when I do run it in normal mode, I get mad movement speeds, and gizmo doesn't show, sometimes just the move gizmo, sometimes none, until I switch to another viewport.. - anyone else
    Last edited by robob3ar; 04-25-2019, 08:19 AM.

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  • replied
    Yep, it's planned:

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  • replied
    Does anyone know if lightmap baking with dxr will be coming in future releases?

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  • replied
    having problems with with shadows on new landscapes also, but i have an old 4.21 landscape that seems to work for now... 1050ti soooo, i will never have raytracing sooooo... well there you go

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  • replied
    I’m getting a consistent crash when TemporalAA Upsampling is enabled at screen percentages under 50%. The crash log shows the error is at line 799 of PostProcessTemporalAA.cpp.

    I’ll submit a bug report when I can get in front of my PC again.

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  • replied
    Originally posted by JoeWintergreen View Post

    That's interesting, I guess it fell out somewhere. Tim Hobson able to shed any light, so to speak?
    I just send PR for this landscape grass light/shadowmap bug. Could you test this. https://github.com/EpicGames/UnrealEngine/pull/5761

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  • replied
    Originally posted by Mellnik View Post
    Anyone else noticing extremely long loading times when playing in editor since 4.22? It does show a loading screen for some Blueprint, maybe because it has to many references?
    It could be Niagara with deprecated modules too.

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  • replied
    Anyone else noticing extremely long loading times when playing in editor since 4.22? It does show a loading screen for some Blueprint, maybe because it has to many references?

    Leave a comment:


  • replied
    Originally posted by tero83 View Post
    quick question for 4.22. Can i still use visual studio 2017 or do i need install studio 2019 if want package game?
    You can still use vs 2017.

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  • replied
    quick question for 4.22. Can i still use visual studio 2017 or do i need install studio 2019 if want package game?

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  • replied
    I have some issues on the new Engine version.
    3) Packaged Win64 game is broken and crashes on start with message "Assertion failed: !linker->GetSerializeContext()", but I not sure is it worked previously. We use custom engine for our mobile builds, but for development we use Epic's Engine, and I didn't packaged game manually for a long time.
    Originally posted by polterageist View Post
    I've tried to enable EventDriven loading and now it actually works. Previously I had neither EventDriven nor separate thread loading. Seems that old sync loading is broken.
    I have been forced to enable EventDriven loading as well in 4.22. My previous conf had woked in every other version until now.
    The documentation on EventDriven loading is completely lacking... It's not very comfortable to be forced to use a feature that I don't understand / have no way to learn about.

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  • replied
    Originally posted by NotSomethingElse View Post

    I haven't been able to test 4.22 on other machines, are its stability problems really that bad even without ray tracing enabled?
    Yes I never enabled it as I use a 1080Ti and don't really care for it but I ran into a load of issues, the widget switcher issue took me a few days to track down as it was crashing a number of things not even related to it, the saving bug was even worse its like can't handle saving a large amount of landscape work, I also couldn't change my landscape mat it would just crash the engine, so I went back to 4.21 and none of these issues I get.

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  • replied
    Originally posted by RED_X_Strike View Post
    Any update on 4.22.1 - eager for masked material support for Ray Tracing!
    Already supported, just not enabled by default. Try the following cvar:

    r.RayTracing.Shadows.EnableTwoSidedGeometry 1

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  • replied
    Agreed. I seldom update my projects until at least the first hotfix.

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