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Unreal Engine 4.23 Released!

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    Successfully upgraded my Legends of Epica project to 4.23.1!
    [LEGENDS of EPICA][Twitter][FB][YT][Vimeo][Reallusion Technical Expert]

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      Originally posted by unit23 View Post

      Take a look into the Crash log, browsing to the end of the log usually shows you the parts where it crashed, offers pointers, also check your editor output log for any red and or yellow warnings.
      VS build process shows 1 succeeded, 0 errors and warnings.

      Edit: Where is crash log?
      Last edited by lazysnake61; 10-28-2019, 12:51 PM.

      Comment


        Originally posted by lazysnake61 View Post

        VS build process shows 1 succeeded, 0 errors and warnings.

        Edit: Where is crash log?
        Go to where your "Content", "Binaries" and "Intermediate" directories are located. You will see a "Saved" directory. In that will be a "Logs" and "Crashes" directory where you will find the logs you are looking for. I just have Notepad++ open to the my log file in "Logs" and refresh when I get crashes.

        Comment


          UE4 4.23.0 doesn't delete hot reloading packages in [project]/Binaries/Win64. Not nice.
          Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
          Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
          And random stuff at Youtube

          Comment


            Here are the last two logs.

            First one is successfull copmpilation of both UE4.sln and Chaosdemo,sln; second one is chaos demo only.

            Logs:
             
            Spoiler

             
            Spoiler
            Last edited by Shadowriver; 10-30-2019, 01:31 PM.

            Comment


              please tell me how to download it

              Comment


                Sorry, I don't have time to file a proper bug report right now, so I'm dumping it here in case it interests someone. Found a few minor bugs within the Material Instance editor, 4.23.1:

                1) Material Instance editor's Search doesn't search for some symbols in Parameter Groups names.

                I only tested periods and round brackets ("." and ")" symbols), but I'm willing to guess it also applies to most of non-alphanumeric symbols (square brackets, underscores, etc.). The behavior only affects group names. Parameter names that use such symbols appear in the search results.

                To quickly test, make an empty material with some parameters (use only alphanumeric names like "param1"), set them to a group called "1.Group". Make and open an instance. Search for "1." or "1.Group" (without quotation marks). The search will show no results.

                2) Material Instance editor's "Show Child On Category Match" option doesn't seem to be working.
                (This is way less important and not something I use, so I may be mistaken about the intended functionality here.)

                To quickly test, make an empty material with a parameter called "Param" and set it to a group called "TestGroup". Make and open an instance. Search for "TestGroup". Both TestGroup and its Param parameter will show up in the search results regardless of the toggle state of "Show Child On Category Match" (found in the option menu in the upper right corner).




                Comment


                  Apparently ARKit 3.0 (beta) failed to build on distribution. Runs fine on 4.23.0.

                  Code:
                  UATHelper: Packaging (iOS):     Undefined symbols for architecture arm64:
                  UATHelper: Packaging (iOS):       "_OBJC_CLASS_$_ARBodyAnchor", referenced from:
                  UATHelper: Packaging (iOS):           objc-class-ref in Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):       "_OBJC_CLASS_$_ARMatteGenerator", referenced from:
                  UATHelper: Packaging (iOS):           objc-class-ref in Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):       "_OBJC_CLASS_$_ARBodyTrackingConfiguration", referenced from:
                  UATHelper: Packaging (iOS):           objc-class-ref in Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):       "___isPlatformVersionAtLeast", referenced from:
                  UATHelper: Packaging (iOS):           FAppleARKitConversion::InitImageDetection(UARSessionConfig*, ARWorldTrackingConfiguration*, TMap<FString, UARCandidateImage*, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FString, UARCandidateImage*, false> >&, TMap<FString, CGImage*, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FString, CGImage*, false> >&) in
                   Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):           FAppleARKitConversion::ToARConfiguration(UARSessionConfig*, TMap<FString, UARCandidateImage*, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FString, UARCandidateImage*, false> >&, TMap<FString, CGImage*, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FString, CGImage*, false> >&, TMap<FString, UARCandidateObject*,
                   FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FString, UARCandidateObject*, false> >&) in Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):           FAppleARKitConversion::InitImageDetection(UARSessionConfig*, ARBodyTrackingConfiguration*, TMap<FString, UARCandidateImage*, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FString, UARCandidateImage*, false> >&, TMap<FString, CGImage*, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FString, CGImage*, false> >&) in 
                  Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):           FAppleARKitConversion::ConfigureSessionTrackingFeatures(UARSessionConfig*, ARConfiguration*) in Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):           FAppleARKitConversion::IsSessionTrackingFeatureSupported(EARSessionType, EARSessionTrackingFeature) in Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):           FAppleARKitConversion::ToARPose2D(ARBody2D const*) in Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):           FAppleARKitConversion::ToARPose3D(ARSkeleton3D const*, bool) in Module.AppleARKit.cpp.o
                  UATHelper: Packaging (iOS):           ...
                  UATHelper: Packaging (iOS):     ld: symbol(s) not found for architecture arm64
                  UATHelper: Packaging (iOS):     clang: error: linker command failed with exit code 1 (use -v to see invocation)
                  PackagingResults: Error: linker command failed with exit code 1 (use -v to see invocation)
                  UATHelper: Packaging (iOS):   [Remote] Downloading C:\Users\Alienware\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.23\UBT-ProjectRaceRoom-IOS-Shipping_2_Remote.txt
                  UATHelper: Packaging (iOS):   Total execution time: 189.21 seconds
                  UATHelper: Packaging (iOS): Took 189.2929904s to run UnrealBuildTool.exe, ExitCode=7
                  UATHelper: Packaging (iOS): UnrealBuildTool failed. See log for more details. (C:\Users\Alienware\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.23\UBT-ProjectRaceRoom-IOS-Shipping_2.txt)
                  UATHelper: Packaging (iOS): AutomationTool exiting with ExitCode=7 (7)
                  UATHelper: Packaging (iOS): BUILD FAILED
                  PackagingResults: Error: Unknown Error

                  Comment


                    I have the exact same issue as drpsyko. Running 4.23.1, first time using unreal so no previous successful compilations

                    Comment


                      Setting from Project Settgins : Windows/ Default RHI = DX12, restart, then trying clicking FILE>PACKAGE> cause Crash to the Editor. Also 4.23.1 is by FAR THE MOST UNSTABLE ue4 version ever used. Many many memory leaks, ram goes up up just crazy, 4.23.0 was fine... what happend Epic ???

                      Comment


                        Originally posted by 木昜金玉示其 View Post
                        please tell me how to download it
                        did you figure it out?... open the launcher, go to library tab... scroll down till you see the 8.23 launcher button... it should say 'update'... press

                        its about 3gigs for the update

                        Comment


                          Originally posted by matahari View Post

                          Thank you, Sleeper. I'm aware of SteamVR plugin issues. I've already disabled that, in addition to other VR plugins that I don't need.

                          And, I can confirm that resolution problem is not something specific to my project. Calling "r.SetRes 1920x1080f" console command in PlayerController within a blank C++ template 4.23.1 project causes crash in DX11, and forced window mode in DX12.
                          I answered this one above.
                          Its actually been resolved already here: https://issues.unrealengine.com/issue/UE-81742



                          Aside from that crash, this build is actually quite stable for me (wow), id suggest people post bugs to answer hub / make bug reports if they have crashes so epic can get this stuff fixed :-)

                          ->Edit:
                          I have tested and can confirm that small change fixes the issue. :-) superb!
                          Last edited by gozu; 11-04-2019, 02:06 AM.
                          Outer Planet Studios
                          http://outerplanet.webflow.io/

                          Comment


                            There is some kind of major performance regression related to fairly large landscapes (4k x 4k in my case), particularly if they are in sublevels. I do not have all the steps to reproduce it yet, but at least in my own level, the delay between pressing "Play in Editor" and being able to play the level went up from about 0.3s in 4.22 to about 5s in 4.23. Also, if I move my landscape to the main level, the delay goes down to 1s, which is much more managable, but still significantly more than in 4.22.

                            If I create a blank project and create a large landscape and move it to a sublevel, the overall delays are lower, but it appears that they still have increased significantly compared to 4.22.

                            Has anyone else observed something like this, or knows of a fix or workaround?

                            Comment


                              Skylight Does not Lightned my Scene

                              skylight intensity is 20

                              here is screenshot of my ue4
                              Click image for larger version

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                              but when i place sun light it can lighting my scene

                              Click image for larger version

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                              this is second time this type of problem in Unreal project.

                              i dont know what happend

                              Unreal version 4.23.0

                              please guys help me
                              Last edited by Lightning_SSD; 11-11-2019, 03:06 AM. Reason: uploading images

                              Comment


                                Hello, so in 4.22.3 my game compiles and runs great with 120 fps at about 13ms and can sit for hours without any change, today i updated it to 4.23.1 and now im getting about 3fps YES "3" FPS and the ms keeps going up and up and up till the game crashes without errors. last recorded value i seen before the crash was 4390ms at 0.1fps... Did 4.23.1 introduce some kind of memory leak to the engine or what? I can't find anything in my logs causing these issues. this is really BAD... ALSO LIGHTING CAN'T BUILD IF YOU ARE USING LANDSCAPE PROXIES
                                Matt Walton: Programmer and owner for WireLiteSoft Games.

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