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    Thanks you.
    Originally posted by Tim Hobson View Post

    Yes, but we don't announce specific dates in case that slips.

    However, it will be soon.
    Thanks,

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      Has the Early Z Pass been fixed for 4.23? I see that it says it is fixed for 4.23 but I dont see it in any of the bug fixes. https://issues.unrealengine.com/issue/UE-76059
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        Originally posted by Shirk View Post
        Has the Early Z Pass been fixed for 4.23? I see that it says it is fixed for 4.23 but I dont see it in any of the bug fixes. https://issues.unrealengine.com/issue/UE-76059
        Yes, it was resolved in the 4.23 build before the first preview, which is why its not listed in any of the specific preview notes.
        Stephen Ellis | Enterprise Program Coordinator

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          So the weird inverted faces bug is (mostly) fixed on Android (I'm still seeing it with meshes that have, or are attached to primitives with a negative scale, however). Not sure if this is intended, but it definitely wasn't happening prior to 4.23.

          Unfortunately the render target regression does *not* appear to be fixed. I'm still not seeing any render targets appear on the Quest. (They appear fine on PC).

          Definitely an improvement, but the lack of functioning render targets for Quest makes me a sad panda ;(

          Comment


            When you submit a bug case report

            https://epicsupport.force.com/unrealengine/s/

            1) it does not assign a confirming UE-####,
            2) does show in your profile as a viewable open issue you created and submitted
            3) does not appear in the list of searchable open issues

            LOL...Am I missing something?

            Comment


              Originally posted by Daffrendo View Post
              When you submit a bug case report

              https://epicsupport.force.com/unrealengine/s/

              1) it does not assign a confirming UE-####,
              2) does show in your profile as a viewable open issue you created and submitted
              3) does not appear in the list of searchable open issues

              LOL...Am I missing something?
              It has to be accepted (reproduced) to get an issue number, also if it has been already reported but from UDN it's possible it won't be a public issue (you can't see details).

              Comment


                Originally posted by UnexpectedSquirt View Post
                So the weird inverted faces bug is (mostly) fixed on Android (I'm still seeing it with meshes that have, or are attached to primitives with a negative scale, however). Not sure if this is intended, but it definitely wasn't happening prior to 4.23.

                Unfortunately the render target regression does *not* appear to be fixed. I'm still not seeing any render targets appear on the Quest. (They appear fine on PC).

                Definitely an improvement, but the lack of functioning render targets for Quest makes me a sad panda ;(
                Yeah it's really annoying. I've not tested the latest preview but last time I tested it was not as bad if I built for Vulkan however OpenGL3.1(or 2) resulted in this appearing pretty heavy. I'm seeing some strange things with collisions not working correctly as a result of this as well btw.
                Headgear - VR/AR solutions

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                  Seeing as the launch of 4.23 is imminent and Quest development is still pretty busted, I may just have to bail and revert back to a previous engine version. aussieburger Which was the last stable version you used for VR dev?

                  Comment


                    In any case, I've submitted a fresh bug report for the render targets. I also uploaded a video demonstrating the issue.

                    https://www.youtube.com/watch?v=jQZQ...ature=youtu.be

                    One thing that *is* different between now and the other preview builds is that the ES3.1 preview actually shows the problem correctly. Previously it would appear to work in the preview but not the headset. So uhhhh, good job on that?
                    Last edited by UnexpectedSquirt; 08-13-2019, 02:57 PM.

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                      Do you need more specifications of my pc guys?

                      Comment


                        Originally posted by Gamerz31w View Post
                        Do you need more specifications of my pc guys?
                        Yeah, sorry, somehow I got confused by the name and couldn't relate it to a previous post. Well, the specs are really OK. What is possibly missing is the components for Visual Studio, so could you execute the Visual Studio Installer and post a print screen from the selected options selected during the install. There are a couple of modules that are necessary to install, so I can pin-point what is missing with this screenshot.
                        Nilson Lima
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                          It's nice to see Android fixes and an upgrade to ARCore 1.7 but is there any development on this issue related to Custom Depth on Android? https://issues.unrealengine.com/issue/UE-77463

                          The targeted fix if 4.24 but I was really hoping it would be fixed for 4.23, it's put a complete stop to an AR Template I was working on.

                          Comment


                            Guys everything is working fine. Finally.

                            Comment


                              It seams that ray-traced shadows are always two sided - is it something that will be fixed on some point?

                              Comment


                                Originally posted by cyaoeu View Post

                                It has to be accepted (reproduced) to get an issue number, also if it has been already reported but from UDN it's possible it won't be a public issue (you can't see details).
                                Would there be reason for them to think the user base is lying to them, as in making up false issue tickets?
                                Or was there a history of false reporting somewhere in the development process that was well known?

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