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Unreal Engine 4.22 Released!

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  • replied
    Originally posted by Leo Rakes View Post
    In the latest rendering branch, Landscape and Foliage, as well as WPO, DXR GI and other issues have been effectively solved, and 4.22 version is being updated 4.22.3.

    What I want to know is, will the Rendering Branch's Landscape. Foliage, SSGI and WPO functions be merged into 4.22.3 updates?
    These changes will be in 4.23. Some of these make bigger changes that are out of the scope of a hotfix release like 4.22.3 and are developed for the next major release.

    Leave a comment:


  • replied
    In the latest rendering branch, Landscape and Foliage, as well as WPO, DXR GI and other issues have been effectively solved, and 4.22 version is being updated 4.22.3.

    What I want to know is, will the Rendering Branch's Landscape. Foliage, SSGI and WPO functions be merged into 4.22.3 updates? There are many DXR problems in 4.22.2 now, except that many content does not support DXR, stability and GI performance consumption, WPO support in material makes many content can not use DXR very well. If 4.22.3 is not ready to merge these content, request that this part of the content be merged into 4.22.3 updates.

    Because if this content has to wait until 4.23, it means that we need to wait for EPIC to release 4.23 in 2-3 months, and then wait for other plug-ins and content providers to release the plug-ins in 1 month, which means that we have to wait another 5 months for DXR with better distance, which is very painful.

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  • replied
    Fixed! UE-73066 iOS app icons appear blank on device for C++ projects packaged from Mac
    Have this issue at 4.22.1!

    Leave a comment:


  • replied
    Originally posted by amoser View Post

    Yeah, I've been afraid that this one would slip through the cracks as soon as I discovered it, because it's not obvious that something is wrong if there are only a few materials using that node in a scene. It seems like it's actually broken for every material that uses a "Texture Object" node at all. I've submitted another bug report.
    Well, I'm getting increasingly confused by this. I received an e-mail reply to my report saying that this couldn't be reproduced and asking for a sample project. I sent one in, but haven't heard back after a week.

    The issue is very apparent when being deliberately reproduced, and I've tested it on several machines, so I'm not sure where to go next. All of the issues created regarding this issue have been closed as duplicates, but there's nothing to indicate what they're duplicates of. One even cites a "fix" commit, but the contents of that commit are completely unrelated.
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    Using the "Visualize Material Diffuse" lightmass setting also demonstrates the problem -- the world aligned version is just black.
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    Is there a workaround for this problem that I'm unaware of (other than not using any "Texture Object" nodes at all)?

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  • replied
    UMG Widget visibility function broken in 4.22
    It's really annoying because it was working in 4.21
    but not anymore in 4.22.
    This happens only in packed game, not in PIE. Set Visibility Hidden/Visible works in PIE but not in cooked game.
    What am I missing, is this a bug that returned back in 4.22 or functionality changed?
    Last edited by PulseTense; 06-01-2019, 08:06 AM.

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  • replied
    Originally posted by amoser View Post

    Unless something has changed very recently, the only way to do this is by compiling the engine from source (4.22.1 shows up as a "Release" of the 4.22 branch). If you're totally new to this process, it'll take bit of time, but there are pretty good instructions. https://www.unrealengine.com/en-US/ue4-on-github is probably the best starting point.

    Note that until you make a github account and link it to the Epic games one, all of the pages on the github website itself will show up as 404 errors.
    Thanks for the reply, I'll give this a go when I have a bit of time.

    Leave a comment:


  • replied
    Originally posted by northstar View Post
    i dont think you can get iterations of the engines... you would have to dwnld 4.21.2 then go to your documents folder and in the project you want to change, right click the .uproject and 'switch unreal engine version' to 4.21.2...
    Thanks for the advice but unfortunately I need 4.22 for the raytracing features as i am creating an animation.

    Leave a comment:


  • replied
    Sooo 4.22.2 added the UnrealVS Vs2019 plugin but it only installs with VS2019 Professional installed. I have Enterprise though. According to the install log, only VS2019 Professional is supported. Can you guys fix that plz?

    Leave a comment:


  • replied
    0 In case it can help someone. After 4.22.2 update I get from time to time blueprint errors (cannot access dispatcher or variables). And it fails to cook the project. Seems a blueprint is corrupted. The solution that worked for me so far is to delete all the nodes in the corrupted blueprint, save it and put the nodes back. No error afterwards.

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  • replied
    After moving from 4.20 to 4.22 and fixing the many C++ errors due to changed API calls, I get a crash when loading my project that loaded fine on 4.20. I submitted a bug report with stack trace (for those who are already itchy to type "did you submit a bug report") and managed to get the editor to start by loading no project on startup by changing the ini file.
    First I get a "script error" after loading that tells me that two of my enums I defined in C++ are invalid, but they are defined exactly as others I use and which are not causing complains. I have no idea why these two cause problems thre is absolutely no difference to other enums.
    Second, when I try to open any BP, be it one from my project or a blank "actor" BP I just created, the editor crashes with the following message in the VS debug log window:


    Code:
    [2019.05.26-15.00.28:234][289]LogBlueprint: Error: [Compiler WB_ClassicKeybindingCategoryItem] Internal Compiler Error: Tried to create a property CategoryName in scope SKEL_WB_ClassicKeybindingCategoryItem_C, but another object (StrProperty /Script/UMG.Widget:CategoryName) already exists there.
    [2019.05.26-15.00.29:118][289]LogOutputDevice: Warning:
    
    Script Stack (0 frames):
    
    Assertion failed: Enum [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\EnumProperty.cpp] [Line: 199]
    
    UE4Editor.exe has triggered a breakpoint.
    After spending about 6 hours getting my project to load I must realize that 4.22 will not work for me and that this is the end of the line for me, unless something gets fixed here.
    EDIT: After spending some more hours I was able to get the project loaded by rewriting BPs that used those enums. A structure that used one could not even be fixed by rewriting, I had to use bytes instead of the enum.
    Now I get tons of "ULogGlobalObjects can't find object.None.none" warnings when loading. The BPs that I replaced (and fixed the redirectors) are still showing up in that warning list. When I copy the new BP to the old name to fix the missing refs all of a sudden the same enum error happens again, it seems to depend on the name of the BP somehow. And yes I deleted all caches and intermediate files. I have the Alright rig installed and all the saved rigs show up in the list as well during startup with the "none" message. It is a mess, plain and simple. I don't know what changed from 4.20 to 4.22 but when projects break like this it's no longer fun. Something is seriously wrong with this engine version.
    I will throw everything away and start the conversion process again and invest another day, but if that doesn't work, that's it for me.

    Edit 2: In case somebody has the same problem, I post my solution here. I had to throw all my work from yesterday away and start over. This time I knew which parts caused the problems and I altered them in UE 4.20 before updating, that made it all easier. The main problem was the use of two enums that I defined in a C++ library as UENUM(BlueprintType) and which I used in GameSav objects. Apparently that is no longer supported. I had to change the respective fields in the GameSave objects to type uint8 and then deal with conversion functions when reading and assigning. That solved a ton of errors at once since the error was basically dragged through all the BPs that used the GameSave object. One of those same objects used a structure which in turn used one of those enums and in turn the problem also extended to the BPs that used the structure. It was not pretty but once I figured that out, I was able to alter my project accordingly before I switched. Don't do it after you switched because then you won't even be able to open the BPs for editing without crashing the editor.
    Last edited by Wallenstein; 05-27-2019, 04:58 PM.

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  • replied
    Originally posted by StrangeLove13 View Post
    Still Not getting any bounced lighting on World Aligned Materials, please fix

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    Yeah, I've been afraid that this one would slip through the cracks as soon as I discovered it, because it's not obvious that something is wrong if there are only a few materials using that node in a scene. It seems like it's actually broken for every material that uses a "Texture Object" node at all. I've submitted another bug report.

    Leave a comment:


  • replied
    Originally posted by Bigfoist View Post
    Also does anyone know of any way I can roll this back to 4.22.1 as I desperately need to get working on my project right now.

    Many thanks in advance for any advice.
    Unless something has changed very recently, the only way to do this is by compiling the engine from source (4.22.1 shows up as a "Release" of the 4.22 branch). If you're totally new to this process, it'll take bit of time, but there are pretty good instructions. https://www.unrealengine.com/en-US/ue4-on-github is probably the best starting point.

    Note that until you make a github account and link it to the Epic games one, all of the pages on the github website itself will show up as 404 errors.

    Leave a comment:


  • replied
    i dont think you can get iterations of the engines... you would have to dwnld 4.21.2 then go to your documents folder and in the project you want to change, right clik the .uproject and 'switch unreal engine version' to 4.21.2...

    Leave a comment:


  • replied
    This update has made the engine completely unusable for me (4.22.2. Even with raytracing off the engine constantly crashes and the framerate in my game has gone from over 120fps to to under 45 which then decreases constantly till the engine freezes. Shooting anything makes the engine crash instantly and rendered movies from sequencer now have huge amounts of noise when using raytraced ambient occlusion.

    Is there some setting we are supposed to change with this update as is feels like I'm getting the performance I had with raytracing on high settings but now with raytracing off. I have turned off raytracing, dx 12 and skin cache settings in project settings and am running from the launcher as opposed to dx12 shortcut.

    Also does anyone know of any way I can roll this back to 4.22.1 as I desperately need to get working on my project right now.

    Many thanks in advance for any advice.

    Leave a comment:


  • replied
    it seems like after the update , when adding the -dx12 in teh shortcut and restart the editor after enabling raytrace it crashes , is it because the added -dx12 in the shortcut , am i doing something wrong , is it enabled inside the unreal it self now

    Leave a comment:

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