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Unreal Engine 4.23 Released!

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    Finally

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      Originally posted by John Alcatraz View Post
      Does anyone know what happened to this issue? https://issues.unrealengine.com/issue/UE-74991

      It completely disappeared from the issue tracker. It has been set to "Fix: 4.23.1" for a while now, I did F5 on the issue tracker every day, and today the issue just completely disappeared from there and the issue tracker now says:
      I can see it and it still points fix for 4.23.1 ... maybe logoff and log back there will deal with it showing up.
      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

      Comment


        How do we enable multi-gpu support for raytracing? The one Siggraph talk mentioned it would be available in 4.23 in some form or another.

        Comment


          Prior to 4.23, Roboto fonts supported Chinese and Japanese characters, is it no longer supported?
          Same widget with Japanese text can be displayed using Roboto in 4.22 or 4.21, but not in 4.23?

          Edit: Look like we have to add command Slate.EnableLegacyLocalizedFallbackFont "1"
          Otherwise, localization dashboard is worse now compared to 4.22, it deleted my target without any warning when I closed the editor, which never happened in 4.22
          Last edited by PulseTense; 09-11-2019, 01:15 AM.

          Comment


            Originally posted by decksounds13 View Post
            How do we enable multi-gpu support for raytracing? The one Siggraph talk mentioned it would be available in 4.23 in some form or another.
            I've not started on the documentation for this, so it's still likely several weeks out. It's on my todo list but not as high a priority for this release since it's still super experimental!

            Try taking a look at D3D12Adapter.h where there is a diagram that shows how multiple GPUs are abstracted. Each RHI "Adapter" corresponds to ID3D12Device and RHI "Device" corresponds to a "Node" of a D3D12Device in D3D12 terminology (which is a physical GPU connected via NVLink/SLIBridge).

            There's a useful presentation that goes a bit more in detail on some of the concepts that you can check out here.
            Tim Hobson | Learning Resources | Epic Games
            UE4 Documentation

            Comment


              Excusse my ignorance, but, where exactly do I download unreal engine 4.23. I don't see a link to it when I'm on the Unreal page, just that its released.

              Comment


              • Stephen Ellis commented
                Editing a comment
                Hello! From the Unreal Engine webpage, click the "Download" button in the upper right. This will take you to downloading the Epic Games Launcher.

                Then, from the Launcher, you navigate to the Unreal Engine > Library section, and you download and install 4.23 from there.

              Originally posted by Jeff Wilson View Post
              (...)

              This release includes 192 improvements submitted by the incredible community of Unreal Engine developers on GitHub! Thanks to each of these contributors to Unreal Engine 4.23:
              (...)
              Out of curiosity, is there anything special needed to get credited for a pull request that's included in the release version? My commit (UE-77233 / GitHub 6032) was merged and called out in the change log for Preview 3, and I've confirmed that it's present in the release as well.

              Comment


                Originally posted by amoser View Post

                Out of curiosity, is there anything special needed to get credited for a pull request that's included in the release version? My commit (UE-77233 / GitHub 6032) was merged and called out in the change log for Preview 3, and I've confirmed that it's present in the release as well.
                You can ask VictorLerp to provide your forum badge "Engine Contributor".
                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

                Comment


                  Originally posted by Slavq View Post
                  CodeSpartan I've created a thread regarding this:
                  https://forums.unrealengine.com/deve...ts-new-feature

                  scha Hopefully it's a bug that editor utilities don't tick anymore, check the first post on page 7 by Ore Creative and my previous posts here. Let's hope that they'll hotfix it soon.
                  Looks like Epic has added the bug to the queue . Here's the link to the ticket. I just voted and you should too!

                  Comment


                    Originally posted by Ore Creative View Post

                    Looks like Epic has added the bug to the queue . Here's the link to the ticket. I just voted and you should too!
                    I was just going to write about the same thing Sure, I already voted. Let's keep our fingers crossed.

                    Comment


                      this engine is still pretty **** good.

                      Comment


                        Why can't I compile any project in 4.23 to windows 64 or windows 32? this is the errors i get then it fails to build



                        Code:
                        LogHttp: Warning: 0000025AC0E00680: invalid HTTP response code received. URL: https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7BCDB735B2-449B-79C2-D022-57B966977F50%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.23.0-8386587%2B%2B%2BUE4%2BRelease-4.23&UserID=a098e57f439f1d43661f0a8f2fdd1750%7Ccde67ee2f6c5486ca74db9f1caed67f5%7C315
                        75b16-ddc8-4a3c-9ce0-cdbf36493f87&AppEnvironment=datacollector-binary&UploadType=eteventstream, HTTP code: 0, content length: -1, actual payload size: 0
                        LogHttp: Warning: 0000025AC0E00680: request failed, libcurl error: 0 (No error)
                        LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 0 (Found bundle for host datarouter.ol.epicgames.com: 0x25aa1da7f70 [can pipeline])
                        LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 1 (Re-using existing connection! (#22) with host datarouter.ol.epicgames.com)
                        LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 2 (Connected to datarouter.ol.epicgames.com (18.235.61.121) port 443 (#22))
                        LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 3 (We are completely uploaded and fine)
                        LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 4 (TLSv1.2 (IN), TLS alert, Client hello (1):)
                        LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 5 (Connection died, retrying a fresh connect)
                        LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 6 (necessary data rewind wasn't possible)
                        LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 7 (Closing connection 22)
                        LogHttp: Warning: 0000025AC0E00680: libcurl info message cache 8 (TLSv1.2 (OUT), TLS alert, Client hello (1):)
                        LogHttp: Warning: Retry exhausted on https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7BCDB735B2-449B-79C2-D022-57B966977F50%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.23.0-8386587%2B%2B%2BUE4%2BRelease-4.23&UserID=a098e57f439f1d43661f0a8f2fdd1750%7Ccde67ee2f6c5486ca74db9f1caed67f5%7C31575b16-ddc8-4a3c-9ce0-cdbf36493f87&AppEnvi
                        ronment=datacollector-binary&UploadType=eteventstream
                        LogHttp: Warning: 0000025AC0E01580: invalid HTTP response code received. URL: https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7BCDB735B2-449B-79C2-D022-57B966977F50%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.23.0-8386587%2B%2B%2BUE4%2BRelease-4.23&UserID=a098e57f439f1d43661f0a8f2fdd1750%7Ccde67ee2f6c5486ca74db9f1caed67f5%7C315
                        75b16-ddc8-4a3c-9ce0-cdbf36493f87&AppEnvironment=datacollector-binary&UploadType=eteventstream, HTTP code: 0, content length: -1, actual payload size: 0
                        LogHttp: Warning: 0000025AC0E01580: request failed, libcurl error: 0 (No error)
                        LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 0 (Found bundle for host datarouter.ol.epicgames.com: 0x25aa1da7f70 [can pipeline])
                        LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 1 (Re-using existing connection! (#24) with host datarouter.ol.epicgames.com)
                        LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 2 (Connected to datarouter.ol.epicgames.com (107.23.186.239) port 443 (#24))
                        LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 3 (We are completely uploaded and fine)
                        LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 4 (TLSv1.2 (IN), TLS alert, Client hello (1):)
                        LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 5 (Connection died, retrying a fresh connect)
                        LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 6 (necessary data rewind wasn't possible)
                        LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 7 (Closing connection 24)
                        LogHttp: Warning: 0000025AC0E01580: libcurl info message cache 8 (TLSv1.2 (OUT), TLS alert, Client hello (1):)
                        LogHttp: Warning: Retry exhausted on https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data?SessionID=%7BCDB735B2-449B-79C2-D022-57B966977F50%7D&AppID=UEEditor.Rocket.Release&AppVersion=4.23.0-8386587%2B%2B%2BUE4%2BRelease-4.23&UserID=a098e57f439f1d43661f0a8f2fdd1750%7Ccde67ee2f6c5486ca74db9f1caed67f5%7C31575b16-ddc8-4a3c-9ce0-cdbf36493f87&AppEnvi
                        ronment=datacollector-binary&UploadType=eteventstream
                        Matt Walton: Programmer and owner for WireLiteSoft Games.

                        Comment


                          Originally posted by frostic View Post
                          Why can't I compile any project in 4.23 to windows 64 or windows 32? this is the errors i get then it fails to build
                          These are not build errors. It's just a random error that pops in the editor from time to time when it fails to do some online request.
                          Your actual build error might not even be in a warning/error colored line. Can you attach a .txt with the output log after you build? But please, clear the log right before you build.
                          Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
                          Unreal products: Dynamic Picture Frames, Neo Kinect

                          Comment


                            Originally posted by Slavq View Post

                            I was just going to write about the same thing Sure, I already voted. Let's keep our fingers crossed.
                            It looks like they set it as backlogged. I hope that doesn't mean they wont be fixing the tick issue in this engine version.

                            Comment


                              Hi,

                              I tried upgrading my game Estranged: Act II from 4.22 to 4.23 but ran into a very opaque cooking error:

                              Code:
                              UATHelper: Packaging (Windows (64-bit)):   LogCook: Display: Cooked packages 2900 Packages Remain 1431 Total 4331
                              UATHelper: Packaging (Windows (64-bit)):   LogCook: Display: Cooked packages 2950 Packages Remain 1426 Total 4376
                              UATHelper: Packaging (Windows (64-bit)):   LogCook: Display: Cooked packages 3000 Packages Remain 1333 Total 4333
                              UATHelper: Packaging (Windows (64-bit)):   LogOutputDevice: Warning:
                              UATHelper: Packaging (Windows (64-bit)):   
                              UATHelper: Packaging (Windows (64-bit)):   Script Stack (0 frames):
                              UATHelper: Packaging (Windows (64-bit)):   
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: begin: stack for UAT
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: === Critical error: ===
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: Assertion failed: !bCleanedUpWorld [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/World.cpp] [Line: 4092]
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error:
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffcf373a839 KERNELBASE.dll!UnknownFunction []
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffca5ee9ef7 UE4Editor-Core.dll!UnknownFunction []
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffca5eec754 UE4Editor-Core.dll!UnknownFunction []
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffca5ce1afa UE4Editor-Core.dll!UnknownFunction []
                              UATHelper: Packaging (Windows (64-bit)):   LogWindows: Error: [Callstack] 0x00007ffca5c367c3 UE4Editor-Core.dll!UnknownFunction []
                              I assume something has been regressed around child levels/level streaming, but I can't report figure out what's causing it in order to make an isolated repro project to report the bug. Any pointers welcome.

                              The project is quite mature and has a few main persistent levels, which include child levels that are streamed in/out during play. The persistent levels include a "sky" level, which the child levels also pull in to make working on the child levels in isolation in the editor easier -- possibly related to that.. ?

                              Thanks,
                              Alan

                              Comment

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