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Unreal Engine 4.22 Released!

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    #16
    So to change the C++ standard I have to change both UE4 target.cs as well as the project target.cs?

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      #17
      Anyone else seeing a huge performance hit on Oculus Go/GearVR with 4.22?
      Headgear - VR/AR solutions

      Mobile VR Game: We Come In Peace... Oculus GearVR | Google Play Daydream | Pico Goblin

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        #18
        Woooohoooow finally. But download speed is soooo slow I guess the Epic Servers are at their limit
        Can't wait to test the new compilation improvements!

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          #19
          Build times did not change at all for me. It takes 1 minute for a full rebuild and 32 seconds for an incremental build in 4.22, same as in 4.21.
          Using latest VS2017.

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            #20
            Uhm will the UnrealVS Visual studio plugin be updated to work with VS2019?

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              #21
              Multi-User Editing sounds like the right step forward for easier collaboration finally!
              | QuinnVR | Portfolio | Twitter |

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                #22
                this thing is getting rediculous
                might have to start messing with ue4 again

                impressive work epic chaps and chapesses
                tegleg.co.uk - indie electronic music label
                Android + HTML5 WIP Physics Game
                PC Games - Android Apps

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                  #23
                  Wheeeee I've made it as a contributor!

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                    #24
                    Is screen space GI included that works for AMD?
                    tox.chat - Skype alternative
                    blender.org - 3D suite

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                      #25
                      There's a bug in the Launcher version of the Editor that causes UHT to always run, causing iterative development to be slow.

                      After some digging around in UBT, it seems like it is caused by the following files being newer than the ReceiptFile:

                      Code:
                      Engine\Plugins\ScriptPlugin\Binaries\Win64\UnrealHeaderTool.modules
                      Engine\Plugins\ScriptPlugin\Binaries\Win64\UnrealHeaderTool-ScriptGeneratorPlugin.dll
                      Engine\Plugins\ScriptPlugin\Binaries\Win64\UnrealHeaderTool-ScriptGeneratorPlugin.pdb
                      EDIT: Quick fix is just to resave Engine\Binaries\Win64\UnrealHeaderTool.target (the ReceiptFile)
                      Last edited by Yu He; 04-02-2019, 08:04 PM.

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                        #26
                        Originally posted by aussieburger View Post
                        Anyone else seeing a huge performance hit on Oculus Go/GearVR with 4.22?
                        Yep, saw that in previews, reported it, got nowhere

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                          #27
                          Has anyone been able to test out the new Multi-user editing? I am not sure where to get the server stuff to allow some of our artists to test this feature out

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                            #28
                            I'm getting a weird issue here. I'm getting more drawcalls in 4.22 than I am in 4.21.1. About 2k more to be exact.

                            Here is 4.21.1:


                            Here is 4.22:
                            Twitter | Twitch

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                              #29
                              What an extensive and impressive list! Many thanks Epic!!

                              I wonder, since you now have streaming to the Hololens, could that mean the same functionality can come to the Go/Quest at some point as well?

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                                #30
                                Could we get some clarification as to what a subsystem is and how to use it?

                                Say I want to replicate ShooterGameInstance from the ShooterGame example using subsystems. Is it as easy as just migrating all the ShooterGameInstance code into a class inheriting from UGameInstanceSubsystem? How do I "tell" the GameInstance that it's using a certain subsystem without "modifying or overriding" an engine class?

                                I understand how to access the subsystem from C++/Blueprints, but I don't understand when you'd want to use one or how to "point" a GameInstance/LocalPlayer/etc. at a certain subsystem, or what a subsystem is supposed to "do."

                                Edit: Answering my own question here. It's like a component versus an actor:
                                • Each object which can have a subsystem has a FSubsystemCollection associated with it. This FSubsystemCollection takes a template, so to use my GameInstance example, UGameInstance contains FSubsystemCollection<UGameInstanceSubsystem>.
                                • When the GameInstance Init function gets called, the FSubsystemCollection looks at everything which inherits from UGameInstanceSubsystem (or whatever subsystem it's using at the time). If USubsystem->ShouldCreateSubsystem returns true, then it'll create the associated subsystem as a new object, parented to whatever the FSubsystemCollection says its parent should be (UGameInstance, in our case). So in reality, all our subsystems get created as children of our main system.
                                • The end result is that you can call UGameInstance->GetSubsystem with any valid child class of UGameInstanceSubsystem and it'll return an instance of that class. It's similar to having a component on an actor.
                                • By itself, a subsystem doesn't actually do anything. Nothing gets called on it, and it doesn't override any functions. You have Initialize and Deinitialize to start and stop the subsystem, but otherwise it's an open book as to what you do with it. It just makes code clearer for non-actor objects which could benefit from a component-like interface.
                                Last edited by Jay2645; 04-03-2019, 02:26 AM.

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