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    Originally posted by polterageist View Post
    I've tired to build engine from source with VS2019 and received compilation errors in Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracingReflections.cpp and Engine\Plugins\FX\Niagara\Source\NiagaraEditor\Private\NiagaraCompiler.cpp related to implicit conversion of int32 to bool.
    I had the same issue when trying to build the engine.
    I found a link to a tutorial that fixes the problem for me so I could build the engine.
    https://horugame.com/unreal-engine-4...l-studio-2019/

    When I added the two arguments to the VCToolChain.cs after line 484, I did not get the compile errors.
    Code:
    Arguments.Add("/wd4800");
    Arguments.Add("/wd5038");

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      There seems to be a fairly serious regression with materials. I've already submitted it, but I wanted to mention it since it took me a long time to figure out what was going on.

      All materials with Texture Object nodes, despite rendering properly, are treated as solid black from the perspective of both Lightmass and the "Bake Materials" function. Among other things, this causes materials to behave like "black holes" that don't produce any indirect static lighting.

      I probably wouldn't have even noticed that there was a problem if I hadn't tried to build a map where every single texture makes use of Texture Objects, meaning all indirect lighting was broken.
      Last edited by amoser; 04-07-2019, 09:36 PM.

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        Help. I can't change texture resolution via statistics on this unreal 4.22. bug or something change?

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          Originally posted by Nocturness View Post


          testing 4.22 ;

          my results so far;

          translucent objects does not reflect on reflective surface,
          reflection does not reflect global lighting,
          refraction ior seems not supported.

          but pathtrace vs rtgi looking good.

          I can also not see any refraction changes, after editing the IOR of my glass material.
          So for a car window this is kind of frustrating, because i am quite sure that this was a working feature in the preview versions.
          I already made a bug report...

          Comment


            I'm noticing that random wave files from USoundNodeWavePlayer are not being loaded and are unusable in a packaged game, works fine in editor. If I force a load just before we try play the USoundNode then it works too so I guess somethings not being loaded from game start or a race condition is happening somewhere?

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              Originally posted by JoeWintergreen View Post

              Just quoting this because the links were broken before. Submitted a bug report also.
              This now has an issue on the tracker. https://issues.unrealengine.com/issue/UE-72498. The description says the issue is that landscape grass doesn't *cast* static shadows, which is incorrect; it's not supposed to, but seems to also contain the real issue (it fails to use the lightmaps of the landscape). Hopefully gets taken care of quick. Dealbreaker for my project and I can't wait for that juicy instancing.
              Impromptu Games|dev blog|twitter|itch.io store|Patreon
              Impromptu Procedural Ladders|Impromptu Procedural Handrails|Impromptu Procedural Stairs
              |Impromptu Fire Propagation|InFlux Example Game|Impromptu Vector Field Painter

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                Originally posted by Amanda.Bott View Post

                These are in-progress. Hopefully we can have something for you soon!
                Sweet, any advance on hopefully and something and soon?

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                  Curve Editor is broken! It turns black as soon as I open any camera anim!

                  Comment


                    Originally posted by JoeWintergreen View Post

                    This now has an issue on the tracker. https://issues.unrealengine.com/issue/UE-72498. The description says the issue is that landscape grass doesn't *cast* static shadows, which is incorrect; it's not supposed to, but seems to also contain the real issue (it fails to use the lightmaps of the landscape). Hopefully gets taken care of quick. Dealbreaker for my project and I can't wait for that juicy instancing.
                    I reported the issue and some how title of Issue is wrong. I send email for correcting that. I reported issue already in preview and I did get response that its already fixed. So I guess that fix is simple but some how lost in integration of 4.22 release. This is also deal breaker for us and cannot update Oceanhorn 2 to 4.22 yet.

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                      Crack free displacement toggle seems to break materials? At least when I enable the checkbox, my shader doesn't compile?
                      https://www.artstation.com/chesire

                      Comment


                        When running on ios from xcode we get this kind of assert.
                        Code:
                        validateNewTexture:82: failed assertion `Offset of a buffer-backed texture with pixelFormat(MTLPixelFormatRG32Float) must be aligned to 64 bytes, found offset(288)'
                        Anyone else get this?

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                          My first post here, hello everyone.
                          I cant get masked foliage (instanced static meshes) to cast dynamic shadows with raytracing. Is it just me or this feature is not done yet ?Cant find any info about this.

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                            Originally posted by Tim Hobson View Post

                            Not specifically. The computers should be on the same network but do not have to be in the same location. You would need to use a Virtual Private Network (VPN) for this though so that you can be on a separate network at another location and still find the opened multi-user session on the network you want to connect to.
                            Could you maybe explain that for those of us brave enough to try it? I've got hamchi running and the UE4 Server running, but neither of us can each other's servers. How would one set the endpoint to connect to the VPN?

                            Thanks!
                            Website:http://www.NonLocalitySoftware.com
                            Facebook: www.facebook.com/NonLocalitySoftware
                            Twitter: https://twitter.com/NonLocality_Dev
                            Instagram: @nonlocalitysoftware
                            Discord: JBBym8F

                            Comment


                              Originally posted by belphegor_goat View Post
                              My first post here, hello everyone.
                              I cant get masked foliage (instanced static meshes) to cast dynamic shadows with raytracing. Is it just me or this feature is not done yet ?Cant find any info about this.
                              Unfortunately, foliage isn't supported with raytracing yet.
                              Easy to use UMG Mini Map on the UE4 Marketplace.
                              Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                              Comment


                                Originally posted by belphegor_goat View Post
                                My first post here, hello everyone.
                                I cant get masked foliage (instanced static meshes) to cast dynamic shadows with raytracing. Is it just me or this feature is not done yet ?Cant find any info about this.
                                correct, it is not yet supported. You can find a list of features that are supported, partially, or not supported at the bottom of the Ray Tracing page.
                                Tim Hobson | Learning Resources | Epic Games
                                UE4 Documentation

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