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    #46
    Originally posted by frostic View Post

    try deleting the skysphere and re add it and the directional light.
    Well i feel like a bit of an idiot now.

    Wasnt anything to do with lighting, or even 4.23 at all. My datasmith import is bringing in something called "Global Exposure" from Max now, which is applying a post process that destroys the brightness in the scene. Getting rid of that returned me back to normal. Thanks for trying to help out

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      #47
      Originally posted by frostic View Post

      I'm not having any issues with arrays. however tmaps blow up the editor like a nuke
      I'm having structs in the arrays. But I'm pretty sure it is a problem of the editor and not the engine. All arrays work as intended when I run the project. I just can't edit or create new array elements in the editor. So there is still hope .

      I had one array that threw an error message out. So I investigated and it turned out it contained 82 elements while I entered only 2. There was no loop or anything so I added a 'clear' at the start of the node network before adding elements. Then it worked fine. The 80 ghost array elements disappeared. Something weird is going on in the editor only.
      Last edited by S-Dot; 09-05-2019, 07:38 AM.
      www.s-dot.de/viz
      ArchViz User Interface :: UE4 Marketplace.

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        #48
        Originally posted by RVillani View Post

        An array of what type?
        Arrays of structures
        www.s-dot.de/viz
        ArchViz User Interface :: UE4 Marketplace.

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          #49
          Originally posted by frostic View Post
          destruction demo not working from the launcher https://www.youtube.com/watch?v=msvjJbRsUp0

          also content examples wont download for 4.23 but is showing in the options
          About the Chaos Demo, it won't work from Launcher just after download. You need to follow the "new" instructions point out by VictorLerp and build the Chaos Demo along with the Engine from source, and at the document they said you have two options to start the demo: 1) running it inside Visual Studio or 2) double-clicking the .uproject file at Windows Explorer. The second option failed to me, but the 1st one worked so far.
          Nilson Lima
          Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
          Join us at Discord: https://discord.gg/uFFSEXY

          UE4 Marketplace: Cloudscape Seasons
          supporting: Community FREE Ocean plugin

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            #50
            Originally posted by Muchasty View Post
            Does DXR still have to be activated in 4.23 from the command line by -dx12 option ?
            I will work this way, but you can also change the default RHI in the project settings, which will allow you to open the project with DX12 already active, but to enable DXR you will also need to have in project settings Raytracing enabled.
            Nilson Lima
            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
            Join us at Discord: https://discord.gg/uFFSEXY

            UE4 Marketplace: Cloudscape Seasons
            supporting: Community FREE Ocean plugin

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              #51
              Crash solved

              **** riva tuner! thx to RSF_Deus.

              Originally posted by RSF_Deus View Post
              And the culprit waaaaaas...

              Riva Tuner Statistics Server !

              When the process is active, even when no framerate limiting or UI monitoring is present, it crashes, if I disable framerate monitoring in MSI afterburner, and therefore disable RTSS, it works.

              https://forums.unrealengine.com/deve...th-ray-tracing

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                #52
                Originally posted by frostic View Post

                try installing to c:\unrealengine\
                you can't use long paths like c:\Windows\users\name\documents\unrealengine etc...
                So far there have been no problems with the installation path.
                From 4.0 to 4.22 always located at: C:\Program Files(x86)\Epic Games\

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                  #53
                  Originally posted by Helghast View Post

                  So far there have been no problems with the installation path.
                  From 4.0 to 4.22 always located at: C:\Program Files(x86)\Epic Games\
                  I got the same issue with path length and had to install it at another path, in my case I used "d:\Epic\4_23", issue was gone. Compiling it from source will also produce a similar error, so the place you compile the source needs to be short aswel, in my case "d:\GitHub\UnrealEngine"
                  Nilson Lima
                  Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                  Join us at Discord: https://discord.gg/uFFSEXY

                  UE4 Marketplace: Cloudscape Seasons
                  supporting: Community FREE Ocean plugin

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                    #54
                    Originally posted by Vaei View Post
                    Particle "Initial Size" also completely broken.
                    Definitely something wrong with particle size... Some of my particles disappeared after updating to 4.23.

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                      #55
                      For me, I can create array varaibles of custom structs in Editor but already had one crash about BP metadara json serialization. So there seems to be something off.

                      VictorLerp
                      https://docs.unrealengine.com/en-US/...aph/index.html

                      -> the provided link is not working in the docs. Can you please fix this, i am curious about RDG
                      Guido Lein
                      Technical Artist - LeFx www.lefx.de

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                        #56
                        Was the Placed Editor Utility Base class deprecated? I have a child Blueprint that derives from this class and now in 4.23 I'm getting the "(...) has been deprecated" warning on startup. Is there any way to fix this? The "Deprecate" checkbox is greyed out in the blueprint class settings.

                        Update: I've tried reparenting it to Editor Utility Actor, now I can uncheck the "Deprecate", but now it doesn't tick in the editor like the Placed Editor Utility Base was. In-editor ticking is very important for my project, how can I restore this functionality?

                        Update 2: It looks like it can pseudo-tick in editor after using a looping Set Timer by Event, but only when the blueprint is opened in the editor tab. After closing, it doesn't work anymore, even if it's placed in an active realtime level.

                        Update 3: I've noticed that the Editor Utility Widgets can tick in editor when opened, so this might be a workaround, but how to automatically open them on map load/editor start?
                        Last edited by Slavq; 09-05-2019, 12:05 PM.

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                          #57
                          Hi, just moved my project over to 4.23. Im experiencing a huge loading time (like 10 seconds) when i press play in the editor. Anyone has a idea?

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                            #58
                            Originally posted by BulleTime View Post
                            Hi, just moved my project over to 4.23. Im experiencing a huge loading time (like 10 seconds) when i press play in the editor. Anyone has a idea?
                            Check output log for errors.
                            Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                            And random stuff at Youtube

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                              #59
                              I've just tried loading an old project in 4.22 (haven't even installed 4.23 yet!) and I'm getting this. I suspect the problem has only started since the 4.23 release, as nothing else has changed. Any suggestions?

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                                #60
                                Originally posted by Slavq View Post
                                Was the Placed Editor Utility Base class deprecated? I have a child Blueprint that derives from this class and now in 4.23 I'm getting the "(...) has been deprecated" warning on startup. Is there any way to fix this? The "Deprecate" checkbox is greyed out in the blueprint class settings.

                                Update: I've tried reparenting it to Editor Utility Actor, now I can uncheck the "Deprecate", but now it doesn't tick in the editor like the Placed Editor Utility Base was. In-editor ticking is very important for my project, how can I restore this functionality?

                                Update 2: It looks like it can pseudo-tick in editor after using a looping Set Timer by Event, but only when the blueprint is opened in the editor tab. After closing, it doesn't work anymore, even if it's placed in an active realtime level.

                                I have a tool on the marketplace that uses the placed in editor utility base and it requires ticking. Is there anyway around this or an alternative in the newer Utility system?

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