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Unreal Engine 4.22 Released!

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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?
    If you're worried about stability, you can just wait until the first hotfix. Judging from the earlier releases, I'd say this Thursday or Friday is a pretty safe bet. If not, it'll almost certainly be out in the week after.

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  • replied
    Originally posted by OverRated_AU View Post

    In terms of performance yes but in terms of stability and bugs no probably the worse, most people would rather the stability mate, can't just pin the engine crashing from peoples hardware when previous versions have work fine lol.
    I haven't been able to test 4.22 on other machines, are its stability problems really that bad even without ray tracing enabled?

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  • replied
    Originally posted by Rapid_Wirehead View Post
    Probably ,, the best release for last 2 years,,,,

    There are some significant performance improovements I can really see.

    for people who has unknown UE4 crashes related to GPU,,, i had that nightmare last year & solved it by removing RAM sticks -> cleaned with alcohol & installed back...
    After that procedure,, everything has gone back to normal as it should. RAM sticks are sometimes oxidizing & getting dirty at contact points inside slots & this is causing some kind of electricity loss. RAM stick is very sensitive peace of hardware and whole computer system stands on it, so little failure can produce insane errors pointing to anywhere.

    My issue was, that UE4 was freezing, throwing GPU or RHI errors, freezing with material or particle editor open, even adding new terrain material layer . So, i have found that in most cases UE4 crashes when you have some faulty RAM installed in your PC & then Epic Games programmers are getting crazy to find bug which doesn't exist & developers are sending non existing bug reports. LOL
    In terms of performance yes but in terms of stability and bugs no probably the worse, most people would rather the stability mate, can't just pin the engine crashing from peoples hardware when previous versions have work fine lol.

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  • replied
    Any update on 4.22.1 - eager for masked material support for Ray Tracing!

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  • replied
    Originally posted by StrangerGwenn View Post

    This is a support forum for game developers, not the Youtube comment section.
    true

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  • replied
    Probably ,, the best release for last 2 years,,,,

    There are some significant performance improovements I can really see.

    for people who has unknown UE4 crashes related to GPU,,, i had that nightmare last year & solved it by removing RAM sticks -> cleaned with alcohol & installed back...
    After that procedure,, everything has gone back to normal as it should. RAM sticks are sometimes oxidizing & getting dirty at contact points inside slots & this is causing some kind of electricity loss. RAM stick is very sensitive peace of hardware and whole computer system stands on it, so little failure can produce insane errors pointing to anywhere.

    My issue was, that UE4 was freezing, throwing GPU or RHI errors, freezing with material or particle editor open, even adding new terrain material layer . So, i have found that in most cases UE4 crashes when you have some faulty RAM installed in your PC & then Epic Games programmers are getting crazy to find bug which doesn't exist & developers are sending non existing bug reports. LOL
    Last edited by Rapid_Wirehead; 04-20-2019, 02:09 PM.

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  • replied
    bug still since idk when. Root bone set to kinetic and constrain to plane enabled. 2.5d when simulating physics. constrain to plane is non functional so 2.5d cannot be used with ragdoll functions, or physical animations with any kinetic constraint enabled.

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  • replied

    Are you planning the 4.22.1 soon? Lots of fixes piled up already

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  • replied
    Originally posted by zxgrey10 View Post
    well is that it 30 games epic game trillion dollar question epic games when r u going to make you own games in stead buying exclusives
    This is a support forum for game developers, not the Youtube comment section.

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  • replied
    well is that it 30 games epic game trillion dollar question epic games when r u going to make you own games in stead buying exclusives

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  • replied
    Has anyone got issue with saving in this engine version? after a lot of map work ill go to save and it will get stuck at 30% and ill have to end task it.

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  • replied
    Diddykonga that sounds interesting. I’ll look into it. I do also hope the devs give attention to Struct Box because it was a neat and useful feature.

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  • replied
    Originally posted by Nerdsbeware View Post

    Yeah, that was my thought. I’ve literally never had a problem with it, so that’s why I’m wondering what exactly was unfinished or unsupported about it.

    Without it, it becomes infinitely harder to create a flexible system for saving based in BP that can save any type of actor. Without struct box, each actor type will have to be hard coded into the save system, unless you use c++.
    Have you tried using Packages? Im not sure if their exposed to Blueprints or not, but you could create a quick Blueprint Library to expose them yourself.
    The documentation is out there but scarce/old. In the API Documentation, look up Create Package, Save Package, Load Package, and FPackageName.
    Example Code: https://answers.unrealengine.com/que...-to-asset.html

    Code:
    Packages are basically, as far I can tell, a Object that represents a File, be it a virtual one("/Script/" Package) or a physical one("/Game/" Asset Package), and as such its FName you give it represents a virtual path, but it can also store FilePath and FileSize if it has a representation on disk, hence a physical package.
    
    Since all Object's must have a unique FName to have a unique ObjectPath, putting Objects in separate Packages prefixes their ObjectPath with the Packages FName, which in turn acts as a Psuedo-Namespace allowing you to have Objects with similar FNames, this is reason for the virtual packages.
    
    Packages can also be saved to disk, hence the physical packages, and store an FLinkerLoad which is a derived version of FArchive that knows how to search through the Package and find its Children(Outer = Package), and serialize them to the Package file. Then when needed, can load the Package file, and deserialize all saved Objects with their non-transient saved properties.
    
    The Asset Registry is a tool that stores an FAssetData for each Object inside of a Package, which can be accessed for quick knowledge of loaded and unloaded Objects.
    Last edited by Diddykonga; 04-18-2019, 03:19 PM.

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  • replied
    Originally posted by KristofMorva View Post

    According to the commit, it was "unsupported, unmaintained, and unfinished":
    https://github.com/EpicGames/UnrealE...e831656c39fa06

    I don't know though why wasn't it finished instead of removing it
    Yeah, that was my thought. I’ve literally never had a problem with it, so that’s why I’m wondering what exactly was unfinished or unsupported about it.

    Without it, it becomes infinitely harder to create a flexible system for saving based in BP that can save any type of actor. Without struct box, each actor type will have to be hard coded into the save system, unless you use c++.

    Leave a comment:


  • replied
    OMG som many freezes with dx12, task manager just goes "not responding" activated raytracing and all, and it just became unusable.. got a new machine clean install of everything cpu is 9900k got 2x2080ti 1080ti and 980ti (took me a while to find how to select the right gpu via D3D12.GraphicsAdapter = 1 command, win 10.. machine used for rendering, so wanted to see what's going on in here, and boy oh boy does it need a new version.. never seen UE get frozen so much..
    - any relevant info on that so far?
    I get freezes just moving ui, might be few seconds, or a few minutes, no idea what's causing it
    oh yeah using latest 425.31 nvidia drivers but it was pretty much the same with the creator ready drivers, the 980ti didn't wanna work with creator ready drivers, I don't even know what's going on, so much new stuff probably just a lot of bugs all around, nvidia already broke octane render at some point.. maybe now it's doing it to UE .. and also how can we tell how much available vram is in win 10 - so far it looks like it ate up another gig of vram vs win7
    Last edited by robob3ar; 04-18-2019, 12:29 PM.

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