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  • replied
    Originally posted by underscorediscovery View Post
    Welp the hard crash on SetAnimInstanceClass still remains in 4.22.3 (or isn't listed as fixed, at least).
    That's 4 releases in 4.22 and a couple previews it's been broken now
    (workaround here)
    I'm gonna give it a try in a bit, but yeah, not listed. Kinda sucks because my project is BP only, so I can't really take advantage of any of the workarounds. Guess I just won't be upgrading to 4.22 for this project.

    EDIT: Gave my project a shot after updating, and it still crashes when SetAnimInstanceClass is called.
    Last edited by Grundlefly; 06-19-2019, 07:06 PM.

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  • replied
    Welp the hard crash on SetAnimInstanceClass still remains in 4.22.3 (or isn't listed as fixed, at least).
    That's 4 releases in 4.22 and a couple previews it's been broken now
    (workaround here)

    Leave a comment:


  • replied
    Something weird going on with the 4.22.3 release. It keeps trying to install Datasmith. If I cancel the Datasmith install (I don't use it) it stops the 4.22.3 update. Trying to click the "uninstall" button in "Installed Plugins" (how'd Datasmith get installed?) it tries to download Datasmith anyways...

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  • replied
    Does it usually take extra time to push the latest release to the "release" branch on Github or something? Currently it's still on 4.22.2.

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  • replied
    And development of ray-tracing brougt us mesh drawing refactor with dynamic mesh instancing which increases framerate (depends on game, of course).
    At least ray-tracing was one of the main reason for doing it now.

    Funny thing is that many people could say "I don't care about VR, foucs on flat games", but such statements would lead us nowhere. It's general purpose engine used to develop very different products.

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  • replied
    Originally posted by Doctor Ergot View Post
    Well, yes, but there's a way around this. Ray-tracing in gaming will mature with the release of new consoles next year, the next generation of AMD and NVidia cards.
    It's already safe to develop the game with ray-tracing in mind if you're gonna release game around that time or later. We don't need majority of consumers to able run it yet.
    i dont care about consoles .. i care about pcs.. and many pc gamers are still running on gtx280... not 2080TI rtx... plus if your product is in vr.. you need all the fps you can get.

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  • replied
    Well, yes, but there's a way around this. Ray-tracing in gaming will mature with the release of new consoles next year, the next generation of AMD and NVidia cards.
    It's already safe to develop the game with ray-tracing in mind if you're gonna release game around that time or later. We don't need majority of consumers to able run it yet.

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  • replied
    Switching animation blueprints is broken in 4.22, as described here. https://answers.unrealengine.com/que...7556/view.html

    EDIT: I've since found a working fix for me, and posted the details here in the original answer. Hope that helps someone else!

    This is a pretty bad blocking bug and hard crashes the engine/editor on a basic use case, so I'm curious:
    Seeing as the fix is in the repo, when might we expect 4.22.3 to be released? Days? Weeks?


    Last edited by underscorediscovery; 06-14-2019, 11:59 PM. Reason: Adding link to workaround

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  • replied
    Originally posted by Tim Hobson View Post

    There are plans to work on it that we announced at GDC during our Ray Tracing talk for future initiatives but there's no ETA that's been announced. All I can say is to keep an eye on our future major releases.

    With regards to 4.23, Ray Tracing and Path Tracing will receive a number of improvements but Ray Traced baking is not one of them.
    Well thats disappointing. Raytracing is fun and all, but it adds no benefit to development times as it currently stands. Nor can a game run exclusively with the raytracing stuff at the moment just because not all consumers can use it. Really hope you guys get the bake lightmapping speed improvements soon...

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  • replied
    Originally posted by kurylo3d View Post
    so..... when are we getting lightmap baking with dxr/rtx....gpu light map baking?
    There are plans to work on it that we announced at GDC during our Ray Tracing talk for future initiatives but there's no ETA that's been announced. All I can say is to keep an eye on our future major releases.

    With regards to 4.23, Ray Tracing and Path Tracing will receive a number of improvements but Ray Traced baking is not one of them.

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  • replied
    so..... when are we getting lightmap baking with dxr/rtx....gpu light map baking?

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  • replied
    Tim Hobson
    Thanks for the follow up.

    They have reopened a old case to track it : https://issues.unrealengine.com/issue/UE-50162
    Please vote for it to get it fixed.

    I really hope to have a fix in the next hot fix. We are on the way to release our game and this is a show stopper. We lost BETA testing period due to 4.21 that was buggy with remote builds, and now I can send my game to "test flight", so I can't reach Beta tester that are not near to us (for the others, I push the game manually on their phone).

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  • replied
    Elvince

    The issue was submitted yesterday and you can follow the status here: https://issues.unrealengine.com/issue/UE-50162

    It's in our Triage phase, so hopefully we'll have some notes soon on this ticket as to a fix or status.

    Leave a comment:


  • replied
    Originally posted by Elvince View Post
    Hi, multiple person are facing issue with IOS marketing icon not set properly in plist file. As a consequence, the ipa build is rejected during the apploader submission.

    I open a case: 00115453 for this with links of forum/answerhub of person facing this issue.

    Tim Hobson if you can look into it for 4.22.3 fix, because we can't release our game due to that bug and we can't revert back to an older engine.

    4.21 was already bugged for remote build, and now 4.22 is bugged at another level of the process. I hope you can help to solve that shortly and not wait for a major release.

    Thanks,
    iOS isn't something I'm familiar with, at least not with this part of the process. I've reached out to the support tech that is assigned the case and he's looking into it now. Once I have a JIRA I can reference that. However, I'm not sure what the ETA and cutoff for 4.22.3 hotfix submissions are at the moment, so my best guess is if it's not a known or previously reported issue, it may not be in 4.22.3.

    However, once the JIRA has a fix, this is propagated to our GitHub with the CL so you can always cherry-pick that CL to resolve the issue in your project as well. It just may be a little longer. Again, I can't give exact specifics since I don't really have any other info to go off of at the moment.

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  • replied
    Hi, multiple person are facing issue with IOS marketing icon not set properly in plist file. As a consequence, the ipa build is rejected during the apploader submission.

    I open a case: 00115453 for this with links of forum/answerhub of person facing this issue.

    Tim Hobson if you can look into it for 4.22.3 fix, because we can't release our game due to that bug and we can't revert back to an older engine.

    4.21 was already bugged for remote build, and now 4.22 is bugged at another level of the process. I hope you can help to solve that shortly and not wait for a major release.

    Thanks,

    Leave a comment:

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