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    Originally posted by RicarDog View Post
    There is no "iOS" option under File -> Package Project, even though I have the iOS platform installed in the options. Does anyone else have this issue?
    We are seeing the same on windows machine. Is this a bug?

    Comment


      Same crashed start again, 4.25p2 on OSX 10.14.6
      Attached Files

      Comment


        When trying to build my c++ project i get the following error and can't figure out why... my game has a dlc and i'm using launch profile
        to package but im getting an error, VictorLerp it used to work in 4.24, i'm using the same settings in the build profile but its erroring.
        what do you think could be causing this issue?

        ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.

        in development setting for build i get this:

        Code:
        Running AutomationTool...
        Parsing command line: -ScriptsForProject="E:/WLS_HELIX/convertingProjects/StyxVR 4.25/StyxVR.uproject" BuildCookRun -project="E:/WLS_HELIX/convertingProjects/StyxVR 4.25/StyxVR.uproject" -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=E:\UnrealEngine\UE_4.25\Engine\Binaries\Win64\UE4Editor-Cmd.exe -utf8output -platform=Win64 -build -cook -map=Demonstration+HouseMap+Level_GoodSky_Showcase+ScifiMap_1+Stage+Stage6+Stage8+StageEmpty+StartRoom+TutorialMap+ValentinesDAY -pak -createreleaseversion=1.0 -compressed -stage -package -stagingdirectory=E:/WLS_HELIX/StyxEasterEgg/4.25build/ -cmdline=" -Messaging" -addcmdline="-SessionId=CC85C4FE4EB651C0EC70B48FB8E36317 -SessionOwner='wlsdev' -SessionName='New Profile 0' "
        Setting up ProjectParams for E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject
        ********** BUILD COMMAND STARTED **********
        Running: E:\UnrealEngine\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe StyxVR Win64 Development -Project="E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject"  "E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject" -NoUBTMakefiles  -remoteini="E:\WLS_HELIX\convertingProjects\StyxVR 4.25" -skipdeploy -Manifest="E:\WLS_HELIX\convertingProjects\StyxVR 4.25\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UBT-StyxVR-Win64-Development.txt"
        ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.
        Took 1.0028278s to run UnrealBuildTool.exe, ExitCode=6
        UnrealBuildTool failed. See log for more details. (C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UBT-StyxVR-Win64-Development.txt)
        AutomationTool exiting with ExitCode=6 (6)
        BUILD FAILED
        in shipping setting i get this:

        Code:
        BUILD FAILED
        
        Running AutomationTool...
        Parsing command line: -ScriptsForProject="E:/WLS_HELIX/convertingProjects/StyxVR 4.25/StyxVR.uproject" BuildCookRun -project="E:/WLS_HELIX/convertingProjects/StyxVR 4.25/StyxVR.uproject" -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=E:\UnrealEngine\UE_4.25\Engine\Binaries\Win64\UE4Editor-Cmd.exe -utf8output -platform=Win64 -build -cook -map=Demonstration+HouseMap+Level_GoodSky_Showcase+ScifiMap_1+Stage+Stage6+Stage8+StageEmpty+StartRoom+TutorialMap+ValentinesDAY -pak -createreleaseversion=1.0 -compressed -stage -package -stagingdirectory=E:/WLS_HELIX/StyxEasterEgg/4.25build/ -cmdline=" -Messaging" -addcmdline="-SessionId=35DD5D7B4E1B73DA1FCD919B8EF7943A -SessionOwner='wlsdev' -SessionName='New Profile 0' "
        Setting up ProjectParams for E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject
        ********** BUILD COMMAND STARTED **********
        Running: E:\UnrealEngine\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe StyxVR Win64 Shipping -Project="E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject"  "E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject" -NoUBTMakefiles  -remoteini="E:\WLS_HELIX\convertingProjects\StyxVR 4.25" -skipdeploy -Manifest="E:\WLS_HELIX\convertingProjects\StyxVR 4.25\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UBT-StyxVR-Win64-Shipping.txt"
          Parsing headers for StyxVR
            Running UnrealHeaderTool "E:\WLS_HELIX\convertingProjects\StyxVR 4.25\StyxVR.uproject" "E:\WLS_HELIX\convertingProjects\StyxVR 4.25\Intermediate\Build\Win64\StyxVR\Shipping\StyxVR.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UHT-StyxVR-Win64-Shipping.txt" -installed
          LogPluginManager: Warning: Plugin 'CoolKitsDLC' exists at '../../../../../WLS_HELIX/convertingProjects/StyxVR 4.25/Plugins/CoolKitsDLC/CoolKitsDLC.uplugin' and '../../../../../WLS_HELIX/convertingProjects/StyxVR 4.25/Plugins/CoolKitsDLC/Saved/StagedBuilds/WindowsNoEditor/StyxVR/Plugins/CoolKitsDLC/CoolKitsDLC.uplugin' - second location will be ignored
          Reflection code generated for StyxVR in 3.4828708 seconds
          Writing manifest to E:\WLS_HELIX\convertingProjects\StyxVR 4.25\Intermediate\Build\Manifest.xml
          Building StyxVR...
          Using Visual Studio 2017 14.16.27032 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
          [Upgrade]
          [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
          [Upgrade]     bLegacyPublicIncludePaths = false                 => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
          [Upgrade]     ShadowVariableWarningLevel = WarningLevel.Error   => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
          [Upgrade]     PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs   => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
          [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in StyxVR.Target.cs, and explicitly overriding settings that differ from the new defaults.
          [Upgrade]
          Building 15 actions with 4 processes...
            [1/15] Default.rc2
            [2/15] ortp_x64.dll
            [3/15] vivoxsdk_x64.dll
            [4/15] SharedPCH.Engine.cpp
            E:\UnrealEngine\UE_4.25\Engine\Source\Runtime\InputCore\Classes\InputCoreTypes.h(10): fatal error C1083: Cannot open include file: 'InputCoreTypes.generated.h': No such file or directory
        Took 8.1388109s to run UnrealBuildTool.exe, ExitCode=6
        UnrealBuildTool failed. See log for more details. (C:\Users\wlsdev\AppData\Roaming\Unreal Engine\AutomationTool\Logs\E+UnrealEngine+UE_4.25\UBT-StyxVR-Win64-Shipping.txt)
        AutomationTool exiting with ExitCode=6 (6)
        Last edited by frostic; 03-10-2020, 05:31 PM.
        Matt Walton: Programmer and owner for WireLiteSoft Games.

        Comment


        • VictorLerp commented
          Editing a comment
          I don't know. Not familiar with the DLC workflow unfortunately.

        I get crash when try to turn on new Anisotrophic function in Project Setting/Rendering/Anisotrophic BDRF. Engine asks to restart and I get this:
        Attached Files

        Comment


          VictorLerp It even has this error without the dlc. i don't get what the error means at all do you?

          ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.
          Matt Walton: Programmer and owner for WireLiteSoft Games.

          Comment


            WARNING Don't enable the audio modulation plugin, it is missing tons of files and will kill your project.
            my project will no longer open after enabling this plugin. needed to go in my ini and remove it from there to open my project again.
            Matt Walton: Programmer and owner for WireLiteSoft Games.

            Comment


              Originally posted by ldo View Post
              I get crash when try to turn on new Anisotrophic function in Project Setting/Rendering/Anisotrophic BDRF. Engine asks to restart and I get this:
              I get the same crash in 4.25 Preview 2 when enabling Anisotrophic under Rendering.

              Windows 10
              1080Ti
              i9 with 64Gb Ram

              Comment


                When trying to build a plug-in module for the editor:
                 
                Spoiler

                how to fix it?
                Last edited by Sn_a_ke; 03-11-2020, 02:21 AM.

                Comment


                  Originally posted by Novezeil View Post
                  Same crashed start again, 4.25p2 on OSX 10.14.6

                  This worked for me:
                  1) Open 4.24 and check your engine scalability settings
                  2) Set to Epic / Cinematic (medium does not work)
                  3) Save everything and open 4.25

                  See here:
                  https://issues.unrealengine.com/issue/UE-89698

                  Comment


                    Just a quick one: My AV is flagging `libUnrealInsights-Slate.debug` as a virus. Almost certain it's a false/positive, but I thought I'd let you know as I know in the past that certain code changes can be picked up incorrectly.

                    Comment


                      Does Unreal World Composition Still Instantly crash the editor as soon as you turn on Raytracing in the Project Settings and hit Play?
                      Last edited by EddieChristian; 03-11-2020, 08:02 AM.

                      Comment


                        Originally posted by VictorLerp View Post
                        Fixed! UE-89624 Crash if the number of spline points is less the one spline point currently selected
                        Thank you guys for fixing this so quickly! Fixed within 3 days of me submitting the report.


                        Comment


                          frostic Also getting that same error when packaging in 4.25 (Worked fine in 4.24). No extra plugins enabled outside of default other than Niagara.

                          UATHelper: Packaging (Windows (64-bit)): ERROR: Missing precompiled manifest for 'Launch'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in Launch.build.cs to override.

                          EDIT: I can reproduce this on a blank third person template when packaging (the only requirement for the error to occur is at least one C++ class is in the project, then it fails to build when packaging. It builds fine if there are no C++ classes in the project) I have filed a bug report
                          Last edited by EoinOBroin; 03-11-2020, 08:55 PM.
                          ARTSTATION: https://www.artstation.com/artist/noisestorm

                          Comment


                            I didn't finish all possible tests with several asset I got, but there is one bug really troublesome which is when you set Separate Translucency resolution lower than 100% makes all translucent materials (alpha composite included) to be wrongly rendered in front of all opaque materials and odd square shapes appears at the screen. Putting the value back to 100% makes the rendering to be at the correct placement. I will fill the bug report when I have finished all the tests (had to redo when preview 2 arrived).
                            Nilson Lima
                            Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                            Join us at Discord: https://discord.gg/FUwTvzr

                            UE4 Marketplace: Cloudscape Seasons
                            supporting: Community FREE Ocean plugin

                            Comment


                              Originally posted by esri_rd_zurich View Post


                              This worked for me:
                              1) Open 4.24 and check your engine scalability settings
                              2) Set to Epic / Cinematic (medium does not work)
                              3) Save everything and open 4.25

                              See here:
                              https://issues.unrealengine.com/issue/UE-89698
                              Thanks, although this specific method didn't work for me as I have 4 previous versions installed, setting all 4 of them to Cin still doesn't work (I wonder why though).

                              What I did is nuke the ~/Library/Application Support/Epic/UnrealEngine/ to force 4.25 create a completely new setting in the .bin file.

                              Anyway I can see the issue is fixed but not releasing to Github yet, guess in next preview we'll see it fixed in field.

                              Comment

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