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    [PREVIEW] Unreal Engine 4.23 Preview

    PREVIEW!

    Preview 1 of the upcoming 4.23 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community can try our new features and help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle.

    Please be aware that preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

    Links to known and fixed issues for this release are provided below. If you discover any additional issues with this preview release, please report them using the guidelines in the link: How to Report a Bug.

    Known & Fixed Issues
    4.23 Preview Summary

    This list provides a brief summary of updates in this Preview which may benefit from additional testing. Not all updates may be listed. Full release notes will be made available with the final 4.23 release.

    Animation Updates:
    • Skin Weight Profiles. The new Skin Weight Profile system enables you to override the original Skin Weights that are stored with a Skeletal Mesh.
    • Animation Streaming (Experimental). Aimed at improving memory management for animation data.
    • Sub Animation Graphs (Experimental). During development, your player character’s Animation Blueprint may grow in complexity as you continue to develop and add new features. To offset issues, an extension to the Sub Anim Instance system, new Sub Anim Graphs allow for dynamic switching of sub-sections of an Animation Graph, enabling multi-user-collaboration and memory savings for vaulted or unavailable items.
    Audio Updates:
    • Open Sound Control. Provides a native implementation of the Open Sound Control (OSC) standard in an Unreal Engine plugin.
    • Wave Table Synthesis. A new monophonic Wavetable synthesizer that leverages UE4’s built-in curve editor to author the time-domain wavetables, allowing for a wide range of sound design capabilities that can be driven by gameplay parameters.
    Core Updates:
    • Unreal Insights Tool. Unreal Insights in a new tool (currently in Beta) that helps developers collect and analyze data about the Engine's behavior in a uniform fashion. This system has three components:
      • The Trace System API gathers information from runtime systems in a consistent format and captures it for later processing. Multiple live sessions can contribute data at the same time.
      • The Analysis API processes data coming from the Trace System API, converting it into a form that the Unreal Insights tool can use.
      • The Unreal Insights tool provides interactive visualization of data processed through the Analysis API, providing developers with a unified interface for stats, logs, and metrics from their application.
    Editor Updates:
    • Sequencer Curve Editor Improvements (Beta). This release includes a major update to the Sequencer Curve Editor, which adds several highly requested features and extensibility support. Artists and developers can now extend the Curve Editor by adding new tool modes, new toolbar buttons, and custom data filters (such as smoothing) without modifying engine code. In addition, the Curve Editor can now be docked separately from Sequencer, and we’ve added a transform tool that includes scaling, as well as a key retiming tool. The updated Curve Editor can be extended by plugins without modifying the engine code. There are three main ways to extend the curve editor:
      • Tool Modes
      • Toolbar Buttons
      • Data Filters
    • Data Validation Extensibility. The Data Validation plugin has been extended to support C++, Blueprint, and Python-based rules for asset validation.
    • DebugCameraController Improvements. In this release we have added new features to the DebugCameraController:
      • Orbit functionality which allows the user to orbit about a selected position or the center of a selected actor. This enables you to review assets more thoroughly.
      • Buffer visualization overview, with an option to select buffers for fullscreen view. This makes it possible to examine the contents of the graphic card buffers.
      • View mode cycling which gives you the ability to examine the different types of scene data being processed.
    • Drag and Drop to Fill Array. You can now select multiple Assets from the Content Browser and drag and drop them onto the array header to fill the array.
    • EditConditions Metadata Improvements (Beta). The new release includes an expression parser for the EditCondition metadata of the UPROPERTY system. This expression parser enables you to use simple boolean expressions to enable or disable property editing in the Details panel. This feature also adds support for enums and numeric types, so programmers can write relatively complicated expressions with minimal overhead.
    • Editor Utility Blueprints Updates. Utility Blueprints have been updated to improve the Editor’s extensibility with Blueprints, bringing Blueprints extensibility more in line with Python and C++ extensibility.
    • Hide Unrelated Nodes. Users can now select a node and use the Hide Unrelated feature to dim all other nodes not linked to the selected node.
    • ALT + Drag Function in Landscape Splines. You can now use ALT + Drag to add new control points to Landscape Splines. You can easily use ALT + Drag in Landscape Splines in a similar way to how you use ALT + Drag in other parts of the Editor.
    • Material Editor Updates. In this release we improved the workflow in the Material Editor and Material Instance Editor, and increased scriptability for Materials and Material Instances.
    • Slate Screen Reader Support (Experimental). Screen readers narrate an application’s UI to a user. Some examples of screen readers are: NVDA (NonVisual Desktop Access) and JAWS (Job Access With Speech) on Windows; and VoiceOver on IOS. UE4 now automatically sets up basic support in any application that enables the feature, and now developers can customize that basic support by modifying UMG properties. In this release, experimental implementations are in place for Windows and IOS.
    • Wacom Tablet Support (Experimental). In this release, we have added a plugin that provides access to the additional inputs that Wacom-style tablet and stylus systems provide, such as pen pressure and tilt.
    Gameplay & Scripting Updates:
    • UMG Widget Diffing. We have expanded and improved Blueprint Diffing! The biggest change is that diffing now supports Widget Blueprints as well as Actor and Animation Blueprints.
    Niagara Updates:
    • Improved Error Reporting and Navigation. In this release, we introduce a new Niagara Message Log panel to the Script and Emitter/System editor. The panel provides immediate feedback when Script or System compilation finishes, and enables error messages to act as hyperlinks to the nodes or pins that caused them.
    • Compiling and Cooking Improvements. This release includes new options for flushing stale data so you can avoid unnecessary recompilation of Niagara Assets during load and cook operations.
    • Emitter Inheritance. When you create an emitter in Niagara, you can now choose a new option from the Niagara Emitter Wizard. In addition to creating from a template, creating a copy of an existing emitter, or creating an empty emitter--you can now create an emitter that inherits from an existing emitter in your project. If you change something in the parent emitter, these child emitters will automatically update.
    • GPU Simulation Improvements. This release improves the performance of GPU simulation. Previously, GPU profiles showed significantly more idle time in games with Niagara GPU simulations. Now, this release provides better data management and more explicit synchronization primitives between compute jobs.
    • GPU Support for Static and Skeletal Mesh Sampling. GPU simulations can now sample the surface of a mesh, grab the UV coordinates, and sample from a texture, and then use that capability to drive complex simulation logic.
    • Increased Feature Parity with Cascade. This release increases the feature parity between Cascade and Niagara.
      • Sprite cutouts
      • GPU sorting
      • AnimNotify events
      • Standardized Activate/Deactivate
      • Set Static Mesh and Skeletal Mesh targets in Blueprints
      • Sampled Bone and Socket transforms
    • Improved Error Reporting. Niagara Scripts and Emitters/Systems operate as compute shaders, and so there is the potential for messages, warnings and errors from the compiling process. This release introduces a new Niagara Message Log panel to the Script and Emitter/System editor. The Niagara Message Log panel displays all messages from the last compile, and allows you to navigate to the nodes or pins in your Script Graphs that cause warnings or errors.
    • Integration into Chaos Physics. Niagara particle systems can now be generated by the physics simulation in Chaos. Whenever an object fractures we can generate smoke and dust as well as more tiny fractured bits that enhance the physics simulation’s visuals.
    • Raytracing Support for Niagara Sprites. Niagara simulations can now generate geometry that is used by reflections and shadows when raytracing.
    • Static Switches. Niagara now supports Static Switch nodes in its Module and Function Graph Editors.
    Physics Updates:
    • Chaos - Destruction (Beta). With Chaos, users can achieve cinematic-quality visuals in real-time in scenes with massive-scale levels of destruction, with unprecedented artist control over content creation.
      • Geometry Collections. These are a new type of asset in Unreal for destructible objects.
      • Fracturing. Once you have a Geometry Collection, you can break it into pieces using the Fracturing tools.
      • Clustering. The Chaos system keeps track of each subsequent Level and stores that information into something you can control called a Cluster.
      • Connection Graph.
      • Fields. Fields are the way that you can directly interact with and control simulations. Fields can be used to control any attribute on any part of your Geometry Collection.
      • Cached Simulations. With caching, high fidelity simulations can be pre-cached and played back in real-time resulting in a kinematic Geometry Collection.
    NOTE: To enable and use the Chaos Solver, you'll have to download and compile 4.23 Preview from Github. Instructions can be found here.

    Rendering Updates:
    • Virtual Texturing (Beta). Virtual Texturing is a new technology added to Unreal Engine 4.23.This is an alternative way to stream textures from disk compared to the existing mip based streaming already in UE4.
    • Ray Tracing Improvements. We have a number of new improvements to highlight - some are:
      • Performance and Stability improvements to reduce technical debt and reduce crashes
      • Sampling improvements with Ray Tracer and Path Tracer
      • Newly supported geometry types and material types
      • Multi-view support for VR and Split-Screen (there is a possibility this will slip to 4.24; not currently enabled in the preview releases)
    • Dual Height Fog. This enables users to have added control over fog in your level using the Exponential Height Fog to control a secondary fog height level.
    • Pre-Skinned Local Bounds Material Node. This expression returns various information about the pre-skinned local bounding box for Skeletal Meshes.
    • Shading Model from Material Expressions Node. Materials now support multiple shader models using logic in the Material Graph.
    • Dynamic Shadow Bias Improvements. We have added a new Slope bias parameter which, in addition to the existing constant Bias, help to resolve some issues with some manual adjustments without creating shadow acne.
    Sequencer Updates:
    • Curve Editor Updates. A major update to the Sequencer Curve Editor which adds several highly requested features and extensibility support.
    • Python Import/Export FBX. Support for importing or exporting FBX animation can be performed through Python script.
    • Usability Improvements. A number of workflow and usability improvements have been added including:
      • Track Filters
      • Stretch/Shrink
      • Adding Multiple Tracks at Once
      • Audio sections on multiple rose now blend properly
      • Store/Restore skeletal animation pose
      • UMG Multi binding
    Virtual Production Updates:
    • Remote Control over HTTP. You can now send commands to the Unreal Engine and Editor remotely over HTTP.
    • Extended LiveLink Plugin. We’ve extended the kinds of information it can synchronize and made it easier for you to apply the synchronized data to scene elements in Unreal. This makes it easier for you to drive your Unreal Engine content dynamically from other applications and data sources in your production pipeline.
    • VR Scouting. Our new VR Scouting tools give filmmakers in virtual production environments new ways to navigate and interact with the virtual world in VR, helping them make better creative decisions.
    • New Pro Video Codecs. The Unreal Engine now supports additional video codecs, making it easier to integrate Unreal into professional video production pipelines and workflows.
    • nDisplay: Warp and Blend for Curved Surfaces. You can now use nDisplay to project your Unreal Engine content on to a wider variety of physical installations, including curved and spherical screens, and scenarios that involve complex blending between overlapping projections.
    • Virtual Camera Improvements.
    XR Updates:
    • Hololens 2 Native Support. With the updates to the Stereo Panoramic Capture tool, it’s much easier to capture high-quality stereoscopic stills and videos of the virtual world in industry-standard formats, and to view those captures in an Oculus or GearVR headset. NOTE: Hololens 2 support is currently not in the Preview build.
    • Stereo Panoramic capture Tool Improvements. With the updates to the Stereo Panoramic Capture tool, it’s much easier to capture high-quality stereoscopic stills and videos of the virtual world in industry-standard formats.

    Preview 2 Now Available

    Fixed in Preview 2

    Fixed! UE-70289 Engine/Extras/MayaLiveLink Folder Not Appearing in Installation Directories
    Fixed! UE-76220 Specific HLOD exclusion for object does not work without setting 'Reuse clusters from previous level'
    Fixed! UE-76949 GetAllMorphTargetNames node does not have spaces in its Display Name
    Fixed! UE-74602 AltSkinWeights - Text referencing "LOD Index" does not contain a space
    Fixed! UE-76578 Error: EditCondition parsing failed: Field name "bBlendTransitions" was not found in class "AnimationSharingScalability" when viewing Use Blend Transitions in an Animation Sharing Setup
    Fixed! UE-76289 ControlRig - Runtime Debugging
    Fixed! UE-76892 Ensure opening an AnimBP using a Control Rig that was previously outputting to a curve - FControlRigIOHelper::GetOutputValue(ControlRig, SourcePath, FControlRigIOTypes::GetTypeString<float>(), Value)
    Fixed! UE-75070 Selecting/Clearing an Anim Curve for Control Rig Input/Output doesn't mark the AnimBP as dirty
    Fixed! UE-77114 Editor crashed when compiling a control rig blueprint after disconnecting an exectue after adding a draw arc - FControlRigDAG::TopologicalSort()
    Fixed! UE-77060 Editor crashed when deleting a skeleton hierarchy in control rig when show bone name is enabled - DispatchCheckVerify<void,<lambda_8d7cdf4015c073c24737a8006ae61556>
    Fixed! UE-77150 UE4Game.Target.cs references World Explorers in commented line
    Fixed! UE-76884 Editor still running in background after closing it
    Fixed! UE-76710 DataPrep - Asset preview not consistent with the scene preview
    Fixed! UE-76616 DataPrep - Adding inputs should bring the explorer
    Fixed! UE-76301 Dataprep - Inconsistent behavior of the Bounding Volume filter
    Fixed! UE-77040 Crash importing through Datasmith when Virtual Production Utilities plugin is enabled - Assertion failed: World [File:../Engine/Source/Runtime/Engine/Private/Actor.cpp] [Line: 4283]
    Fixed! UE-76960 DataPrep - (Deleted Actor) adds up in the scene preview tab on each 'execute'
    Fixed! UE-75976 Dataprep : Settings panel rework
    Fixed! UE-77162 Datasmith ignores scale for tessellation parameter "MaxEdgeLength"
    Fixed! UE-77029 Importing CAD in datasmith takes an excessive amount of memory
    Fixed! UE-75972 Dataprep : misc UI cleanups
    Fixed! UE-76707 DataPrep - Bounding volume filters invalidates lightmaps settings
    Fixed! UE-77054 DataPrep - editor hangs trying to import a udatasmith with standard material
    Fixed! UE-77177 Scale and position wrong after dataprep
    Fixed! UE-72011 Crash reimporting scene after setting parent material to an instance (UObject\UObjectGlobals.cpp)
    Fixed! UE-77221 Crash undoing dataprep graph node deletion
    Fixed! UE-77175 Crash when executing dataprep graph
    Fixed! UE-59776 Import CAD - New object in hidden layer not hidden at reimport
    Fixed! UE-76013 Datasmith CAD: re-tessellate window issues
    Fixed! UE-74222 Cinema4D - invisible layer will import its content
    Fixed! UE-72497 Cinema4D - Area lights should be imported as a rect DatasmithAreaLightActorType
    Fixed! UE-70405 Visual Dataprep - Set Generate Lightmap UVs to off set lightmap coordinate index to 2
    Fixed! UE-76298 Variant created with Datasmith VRed importer cannot be reapplied after reimport
    Fixed! UE-77288 Unable to launch onto devices - Failed to launch task!
    Fixed! UE-77139 Win32 package executable is not in the root of the package folder
    Fixed! UE-76943 Code Project made in a Binary Workspace fails when Live Coding compiling after previously Live Code Compiling: Assertion failed: GIsHotReload
    Fixed! UE-76940 Previously Live Coding compiled project plugin modules crash when Live Coding compiling during PIE
    Fixed! UE-76993 Live Coding Compiling a package that was previously Live Coding compiled does not make any changes
    Fixed! UE-77082 User receives non descriptive error when building in VS is blocked by Live Coding in a project created in a Binary Workspace
    Fixed! UE-77195 Using custom build steps causes exception
    Fixed! UE-76835 Compiling Child Blueprint and editing child component's class value, results in parent component's value being changed under certain compile conditions.
    Fixed! UE-77106 GitHub 6026 : Add const qualifier to AActor::ActorLineTraceSingle
    Fixed! UE-76466 Light Sources contain duplicate LightComponent entries in Details Panels
    Fixed! UE-77304 Options missing from instances of Directional Light in Editor
    Fixed! UE-74993 Ensure when reloading an Animation Blueprint using Anim Dynamics
    Fixed! UE-76994 Crash when saving a blueprint that has a String:String TMap with only the value filled out
    Fixed! UE-77067 Child Blueprint Components in World Outliner Hierarchies Have Issues
    Fixed! UE-77151 SharedPointer.h assertion when adding a component to a C++ class
    Fixed! UE-43969 Inconsistent 'Skip Owner' Replication Behavior Between Editor and Packaged Game
    Fixed! UE-71323 Application hang due to server network loss
    Fixed! UE-63984 Instanced and skeletal meshes produce an overlap but fail to compute an MTD
    Fixed! UE-68941 Simulated actors with high mass can be pushed with certain characters
    Fixed! UE-76579 QueryOnly SkeletalMeshComponent causes collisions
    Fixed! UE-75775 Line traces against Geometry collection actors do not register
    Fixed! UE-77141 [CrashReport] UE4Editor-PolygonModeling!UFractureMeshCommand::FractureMesh(AActor *,IMeshEditorModeEditingContract &,UEditableMesh *,FTransform const &,int,UMeshFractureSettings const &,FBox const &) [FractureMeshCommand.cpp:365]
    Fixed! UE-76740 BPs don't gather on Generate GC asset click.
    Fixed! UE-68459 Warning opening QAGame and Template Projects: Console object named 'ActorComponents.Enable' already exists but is being registered again
    Fixed! UE-76665 Cluster Voronoi Fracture tooltips have typos
    Fixed! UE-76975 Cluster Voronoi Fracture does not always fracture an actor with a Sites Per Cluster value between min and max
    Fixed! UE-76989 Generate Geometry Collection Asset Button does not appear when a blueprint comprised of nest SM blueprints is the target.
    Fixed! UE-76931 Cluster Voronoi Fracture always fractures with the maximum cluster sites value
    Fixed! UE-76935 Minimum Sites Per Cluster slider has a higher cap than the Maximum Sites Per Cluster value
    Fixed! UE-76011 Texture Fracture is still accessible through the hotkey
    Fixed! UE-76587 Recursion crash clustering bones when the child is selected first
    Fixed! UE-74909 No scroll bar for Fracture Tools
    Fixed! UE-77137 Old Fracture Editor can be accessed via the Mesh Editor plugin, crashes when used
    Fixed! UE-75722 Autocluster Crash
    Fixed! UE-76094 Dragging the explode slider slowly will get it stuck on 1%
    Fixed! UE-77171 Toggling Show Bone Colors does not update level vieport
    Fixed! UE-76243 Crash fracturing a geometry collection actor while simulating
    Fixed! UE-76655 Bone color z fighting after fracturing multiple geometry collection actors using Brick Voronoi Fracture
    Fixed! UE-77259 Sub fracturing GC built from multiple meshes creates incorrect results
    Fixed! UE-76342 Asserts on startup of UnrealFrontend.exe - Assertion failed: PlatformInfo [File:<WorkSpace>\Engine\Source\Developer\TargetPlatform\Public\Common/TargetPlatformBase.h] [Line: 132]
    Fixed! UE-71896 Warning: Creating Unregistered CVar: r.EarlyZPassMovable
    Fixed! UE-70326 SunTemple - specular artifacts appear when observing pedestal of statue up close on newer Apple GPUs
    Fixed! UE-69817 iOS fails during build step with OSS Facebook plugin enabled due to spaces in filepath
    Fixed! UE-74632 iOS logging dramatically suppressed
    Fixed! UE-75945 Support instanced static meshes for Software occlusion culling
    Fixed! UE-68884 tvOS/IOS: Fails to Build with dSYM Options Enabled Due to DsymExporter Erroring Out
    Fixed! UE-75605 Unreal Deployment Server Launch crashing randomly with the editor open
    Fixed! UE-76262 Deployment server crash
    Fixed! UE-71933 Crash dragging Cooked Material into Viewport: Assertion failed: (Index >= 0) & (Index < ArrayNum)
    Fixed! UE-76766 Field name Error: "AAM_TemporalAA" when in Engine/Rendering settings page
    Fixed! UE-76772 GitHub 5978 : High quality reflection intensity bug.
    Fixed! UE-76546 Editor crash when selecting No on Rebuild Modules Window
    Fixed! UE-74656 Draw to Render Target Android Regression
    Fixed! UE-75924 [CrashReport] UE4Editor-Engine!FMeshDrawSingleShaderBindings::Add(FShaderResourceParameter,FRHIShaderResourceView *) [MeshDrawShaderBindings.h:140]
    Fixed! UE-75802 Instances Created From Merge Actor Have Corrupt Lightmaps
    Fixed! UE-72123 Assertion failed: !BatchElement.IndexBuffer || (BatchElement.IndexBuffer && BatchElement.IndexBuffer->IsInitialized() && BatchElement.IndexBuffer->IndexBufferRHI)
    Fixed! UE-71421 Engine Test: Screenshot 'ST_DFAO' test failed, Screenshots were different!
    Fixed! UE-77020 Unnecessary texture DDC key change related to Virtual Textures
    Fixed! UE-77269 Strip LOD issue with InstancedStaticMesh
    Fixed! UE-76709 Manual exposure values have increased a lot, now overly bright
    Fixed! UE-76507 Crash rendering sequence with separate process
    Fixed! UE-76176 Implement ribbon "roll" so that we can align trails properly
    Fixed! UE-76571 Unable to build Lighting - Warning: Failed to build lighting
    Fixed! UE-76453 RDG pooled buffers are not being released.
    Fixed! UE-76569 Fix Sequencer trying to save pose all the time
    Fixed! UE-76461 Crash using Undo/Redo multiple times on an Additive Layer Track
    Fixed! UE-76914 QAGame recorded sequence rotates pawn flat against the floor
    Fixed! UE-76941 Editor stuck in loop opening Master Sequence
    Fixed! UE-76896 SCurveEditorTree::RefreshTree crash when modifying sequencer bindings
    Fixed! UE-77148 A split reversed animation section starts on the first frame of the animation
    Fixed! UE-53803 Font Editor texture image displays offset to the bottom right with High DPI enabled
    Fixed! UE-76972 Multi-selecting hundreds of actors can take a long time
    Fixed! UE-76144 Unable to save an Editor Utility Widget when it is running
    Fixed! UE-77064 AssetRegistry Blueprint commands RunAssetsThroughFilter and UseFilterToExcludeAssets do not seem to work.
    Fixed! UE-76973 Toggling visibility on layer containing hundreds of actors can take several seconds
    Fixed! UE-76977 Creating a new world when existing world has lots of redirectors can take a long time
    Fixed! UE-77027 Editor is unresponsive (< 1fps) when selecting the root of a scene containing thousands of actors
    Fixed! UE-71890 closing geometry made with pen tool in the new map leads to crash.
    Fixed! UE-76666 Crash w/ Assertion failed: ReaderPos + Num <= ReaderSize while opening multiple assets into the Static Mesh Editor - Referencing BufferReader.h Line: 53
    Fixed! UE-75969 Crash opening TEST_Reimport static mesh in QAGame: Assertion failed: NumAttributeTypes == 7 [File:/MeshAttributeArray.cpp] [Line: 53]
    Fixed! UE-76803 Crash when opening QA-EditorSmoke-P level in QAGame
    Fixed! UE-76331 The engine crashes when adding a new brush at newly created level by a specific way.
    Fixed! UE-77126 Crash occurs while initially attempting to open a Blank project - Assertion failed: SerializeNum >= 0 [File:/Array.h] [Line: 1082]
    Fixed! UE-72745 UnrealMultiUserServer crashes when it is unable to load the ConcertSyncServer module
    Fixed! UE-75123 Deleting elements from TMap Struct in actor blueprint editor causes Crash
    Fixed! UE-77063 HDRI Backdrop samples is higher than 4k
    Fixed! UE-76338 Rich Text block appears to ignore material settings from default setting after style changes are made and ended
    Fixed! UE-76064 Details View widget is always displaying Transform category widget (empty)
    Fixed! UE-70772 LOD Distance in world composition is not meeting expectation.
    Fixed! UE-76791 Crash attempting to load a World Composition Sub Level after deleting the map - Assertion failed: Outer != nullptr [File: /UObjectHash.cpp] [Line: 722]
    Fixed! UE-76158 LiveLink Connection drops when the UE Viewport is locked for more than 10 seconds
    Fixed! UE-76995 Existing LevelSequence with livelink facial data doesn't work
    Fixed! UE-75797 The LiveLink connection drops when saving a livelink preset.
    Fixed! UE-76478 Camera Orientation is flipped 90 degrees when the LiveLink connection is established.
    Fixed! UE-76680 MayaLiveLinkPlugin is failing to built via Visual Studio
    Fixed! UE-77030 LiveLink Basic role can't be used in animation graph
    Fixed! UE-76849 Newly made Handheld Blueprint Project notifies that project file is out of date
    Fixed! UE-76509 Packaging for Hololens doesn't work in an Installed build
    Fixed! UE-77031 Failing to load Windows Mixed Reality Interop Library when launching onto or running a package on Windows
    Fixed! UE-77069 UARPlaneGeometry:DebugDraw() - PersistForSeconds and OutlineThickness ignored for BoundaryPolygons
    Fixed! UE-73217 Support latest version of OpenVR for SteamVR
    Fixed! UE-77190 Crash when launching onto Windows - OpenVR_api_dll
    Fixed! UE-75740 Enabling Apex Destructible plugin on HoloLens crashes
    Fixed! UE-77261 VRTemplate - Blueprint Error from HoloLens 2 nodes when using non-WMR hmds
    Fixed! UE-77001 Cached reflection captures on primitives are not cleared properly when a reflection capture proxy is released.
    Fixed! UE-77107 r.DiscardUnusedQuality malfunction when don't have all qualitylevel available in material.
    Fixed! UE-77101 GitHub 6021 : Fixed USplineComponent::GetDirectionAtSplineInputKey result for scaled objects
    Fixed! UE-72306 Alignment problem in UMG SafeZone
    Last edited by VictorLerp; 07-17-2019, 11:25 AM.

    #2
    Virtual Texturing



    Thank you Unreal gods.

    Comment


      #3
      Thx a lot looking forward to test it out

      Comment


        #4
        Awesome update incoming, big thanks to everyone who worked on this!

        Quick question, regarding:

        Material Editor Updates. In this release we improved the workflow in the Material Editor and Material Instance Editor, and increased scriptability for Materials and Material Instances
        Can someone expand on this? What in the workflow is being improved, what is being changed/added to affect scriptability?

        Comment


          #5
          Originally posted by hippowombat View Post
          Awesome update incoming, big thanks to everyone who worked on this!

          Quick question, regarding:



          Can someone expand on this? What in the workflow is being improved, what is being changed/added to affect scriptability?
          There will be much more detail on this for the full release notes - but there was overall a burst update to the Material and Material Instance editors, with additional functionality aimed at navigating material hierarchies, etc. The fundamental workflow is the same. We also exposed more information about materials through script-available functions.

          Comment


            #6
            Originally posted by Shadow.Storm View Post

            There will be much more detail on this for the full release notes - but there was overall a burst update to the Material and Material Instance editors, with additional functionality aimed at navigating material hierarchies, etc. The fundamental workflow is the same. We also exposed more information about materials through script-available functions.
            That sounds awesome, thanks for the quick response and doubly thanks for all the hard work!

            Comment


              #7
              Any documentation for the Virtual Texturing feature would be great. So I can give feedback during the preview phase.

              Comment


                #8
                I noticed a lot of crashes when using the material editor with ray tracing turned on, is part of the improvements for material editor around this issue?

                Comment


                  #9
                  Great work, thanks. And I couldnt get Chaos to work . A brief explanation would be perfect. Btw, I built it from the source

                  Comment


                    #10
                    Originally posted by tahayaki View Post
                    Great work, thanks. And I couldnt get Chaos to work . A brief explanation would be perfect. Btw, I built it from the source
                    same for me. Every time I click “fracture” on a static mesh, it freezes then later crashes.

                    Comment


                      #11
                      • Skin Weight Profiles. The new Skin Weight Profile system enables you to override the original Skin Weights that are stored with a Skeletal Mesh.


                      I'm very curious how this works.
                      Discord: OP #5992

                      Comment


                        #12
                        I couldnt even find the fracture, where is it?
                        Originally posted by Blood-PawWerewolf View Post

                        same for me. Every time I click “fracture” on a static mesh, it freezes then later crashes.

                        Comment


                          #13
                          Originally posted by YuuJin View Post
                          I noticed a lot of crashes when using the material editor with ray tracing turned on, is part of the improvements for material editor around this issue?
                          I can only speak to my changes which were more workflow based, but the full release notes will be the best place to check for more comprehensive information about 4.23 updates.

                          Comment


                            #14
                            Originally posted by Blood-PawWerewolf View Post

                            same for me. Every time I click “fracture” on a static mesh, it freezes then later crashes.
                            Did you convert static meshes to Geometry Collection first? In the Chaos demo videos Epic Games released months ago they first created Geometry Collection grouping static mesh actors...

                            Comment


                              #15
                              Originally posted by tahayaki View Post
                              I couldnt even find the fracture, where is it?
                              mesh editor tool.

                              Comment

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