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  • replied
    Originally posted by Curs0 View Post

    what about setting "realtime" in editor viewport options?
    Viewport was realtime, the BP just doesn't tick anymore after 4.23 - but there is a workaround for that, now we can use timers to achieve ticking behavior inside Editor Utility Actor BPs. Set Timer By Function Name, with looping enabled, with name of an event that has Call in Editor checkbox on.

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  • replied
    Originally posted by Slavq View Post
    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?
    what about setting "realtime" in editor viewport options?

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  • replied
    After installing the 4.23.1 update, the packaged game( win64 ) now locked at 60 fps. t.MaxFPS not working. Any help?

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  • replied
    Originally posted by Bigfoist View Post
    After installing the 4.23.1 update my packaged game is now locked at 60 fps (was around 170-180 before update) I have tried playing around with smooth frame rate settings as well as 'set frame rate limit' in blueprint. Nothing seems to work. Any ideas would be gratefully received ...
    Any idea now? Is this a Bug?

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  • replied
    So is this a recognized problem now? Because my game uses a huge tiled landscape and as long as I don't hear that problem is solved, I'm not going to leave 4.22 behind

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  • replied
    • New: Made the WithValidation tag for server RPCs optional.
    Thank you for that! It was absolutely unnecessary, and tedious.
    Honestly I cant make up an example case where this is good.
    The only thing it could do is disconnect if something is wrong with the parameter which is almost never what I want. You shouldn't be sending sensitive information over network (like updating hp from client to server, or other silly things), so I dont really think its good for cheat prevention.
    In case its made from an error, non normalized value or something like that, I'd like to handle it instead of forcefully disconnect on sight.
    Also, even UE engineers always just fill it with "return true".
    Was a really silly to make it mandatory on the first place.

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  • replied
    Why is he counting down?

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  • replied
    Originally posted by Solenism View Post
    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
    hey that is a nice trick. fixed my lag issues i was having. and i can now build lighting. im guessing that is what they broke.

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  • replied
    Originally posted by Slavq View Post

    I've reported something very similar and discovered that it happens when tessellation is senabled on a landscape, but maybe that's not always the case. Here is the issue tracker:
    https://issues.unrealengine.com/issue/UE-80781
    my material don't have tessellation and im having a huge performance drop using tiled landscapes. its causing some sort of memory leak that keeps making my ms and frames to drop the longer i spend in game. they broke something with tiled landscapes...

    After building lighting 1 map at a time shadows are ruined and now my terrain is black... NICE

    Last edited by frostic; 11-12-2019, 04:43 PM.

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  • replied
    Originally posted by Solenism View Post
    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?
    I've reported something very similar and discovered that it happens when tessellation is senabled on a landscape, but maybe that's not always the case. Here is the issue tracker:
    https://issues.unrealengine.com/issue/UE-80781

    Leave a comment:


  • replied
    Originally posted by Solenism View Post
    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?
    I'm having a similar issue to yours. but now i can't build lighting for my maps unless i turn off world composition and manually build each level. it used to work in 4.22.... now my ms goes up and up and up till the game crashes. i guess they broke Tiled landscapes.....

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  • replied
    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

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  • replied
    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

Name:	Sun-light.jpg
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ID:	1685320



    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

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  • replied
    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?

    Leave a comment:


  • replied
    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.

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