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Unreal Engine 4.25 released!

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    Originally posted by m.dogan View Post
    In mobile,
    1. in IOS remote development it gives dll missing error.
    Code:
    UATHelper: Packaging (iOS): ERROR: Precompiled rules assembly '/Users/user/Library/Application Support/Epic/UnrealEngine/4.25/Intermediate/Build/BuildRules/UE4Rules.dll' does not exist.
    PackagingResults: Error: Precompiled rules assembly '/Users/user/Library/Application Support/Epic/UnrealEngine/4.25/Intermediate/Build/BuildRules/UE4Rules.dll' does not exist.
    Same issue over here, been struggling with it for a whole day.
    I'm using remote Xcode server to compile from Windows, it always fails with the same error.

    Comment


      anyone know where the tool to slect meshes by faces or elements or material in order to flip them has gone from the static mesh editor?

      Comment


        Originally posted by DanH71 View Post
        anyone know where the tool to slect meshes by faces or elements or material in order to flip them has gone from the static mesh editor?
        I think you need to activate the plugin
        https://docs.unrealengine.com/en-US/...try/index.html
        "In order to edit Static Mesh geometry in the Static Mesh Editor, you must enable the Polygon Editing Plugin for your Project."

        Comment


          Originally posted by Kyberal View Post

          Same issue over here, been struggling with it for a whole day.
          I'm using remote Xcode server to compile from Windows, it always fails with the same error.
          Found a workaround at the following forum post, tested it myself and it works.
          https://forums.unrealengine.com/deve...01#post1758601

          Comment


            Originally posted by Sarlack View Post

            I think you need to activate the plugin
            https://docs.unrealengine.com/en-US/...try/index.html
            "In order to edit Static Mesh geometry in the Static Mesh Editor, you must enable the Polygon Editing Plugin for your Project."
            thanks! forgot about that Sarlack..
            been a while since i've been in ue4.. you would think though the amount of times its necessary to flip normals it would be something that is integrated/opens by default.

            cheers again!

            Comment


              I can't seem to turn off Realtime in the viewport. It SAYS it's off, but I'm still hearing audio. Am I missing something?
              Procedural, modular, on-the-fly animation - iTween For UE4
              - Actors - Components - UMG - Ease In - Ease Out - Path-constrained Animation - $0

              Runtime Datatable
              -All the fun of DataTables dynamically loaded from text or Google Sheets while your game is running!

              Comment


                Culling Distance (and volume) seems to be broken still in UE4.25 when using DX12 and raytracing. Made answer ticket to vote: https://answers.unrealengine.com/que...g-in-dx12.html

                Cant wait to use DX12 with bigger levels. Currently getting only 20fps with the culling issue. Seem to be bit better than in UE4.24, but my GTX2080ti also crashed.

                EDIT: On my bigger level with levels under peristent level, culling only work if object have "Visible in Ray Tracing"-setting disabled. On separe small level, culling works even with that setting enabled. What could affect that? :S
                Last edited by SaOk; 05-21-2020, 08:16 PM.

                Comment


                  Hi! After updated the game for Android to 4.25 IAP is not working anymore! When debugging with Android Studio I get this

                  'Warning: Script Msg: UInAppPurchaseRestoreCallbackProxy::Trigger - In-App Purchases are not supported by Online Subsystem'

                  Do I need to make any changes to make this work?

                  In AndroidEngine I have this ( in 4.24 worked )
                  [OnlineSubsystem]
                  DefaultPlatformService=GooglePlay
                  [OnlineSubsystemGooglePlay.Store]
                  bSupportsInAppPurchasing=True

                  Comment


                    In DX12, having Skeletal Meshes shown cause heavy fps drop in my bigger level. Even when not having any skeletal meshes on level. :S Toggling that setting off in "show" changes foliage shadows (even when not having shadows toggle on for foliage) and return FPS to normal (20fps->80fps). Anyone with similar issue?

                    EDIT: r.RayTracing.Landscape 0 helped with that issue. Cull distances Still not working on my bigger level.
                    Last edited by SaOk; 05-22-2020, 08:06 AM.

                    Comment


                      Now I found out that if translucency is set "ray tracing" (and max refraction rays is over 0) then culling distance stop working.

                      https://answers.unrealengine.com/oau...996092d195c84d
                      Last edited by SaOk; 05-22-2020, 10:00 AM.

                      Comment


                        Hello!

                        I can't cook my projects contents due to this error: Assertion failed: World [File:/Build/++UE4+Licensee/Sync/Engine/Source/Editor/UnrealEd/Private/CookOnTheFlyServer.cpp] [Line: 3594] does anybody know how to fix it?

                        Comment


                          Good night I am new to unreal engine 4 and I made an autosave system and checkpoints in my first level but I go to level 2 I save I exit and load the game and it opens me in level 1 in a random location as I do for the system save and checkpoint work at both levels what steps should I follow

                          Comment


                            4.25 seems to have fixed some android boot issues I was having but drawing tiles (C++) with custom materials has the vertex Y positions inverted on Android.

                            Some example code below (this works on PC):

                            Code:
                            bool DrawMaterialInArea(UCanvas &Canvas,  const FLinearColor &color, const UDynamicMaterial* RenderMaterial)
                            {
                            .... FCanvasTileItem tileItem( topLeft, RenderMaterial->GetRenderProxy(), size ); tileItem.SetColor(color); tileItem.UV0 = topLeftUV; tileItem.UV1 = bottomRightUV; //tileItem.MaterialRenderProxy = RenderMaterial->GetRenderProxy(); Canvas.DrawItem(tileItem);

                            Comment


                              Cool guys. How about now updating the online documentation for simple stuff like the Editor Interface page for example from 4.9 to 4.25 please? https://docs.unrealengine.com/en-US/.../UI/index.html

                              Comment


                                In DX12 with virtual texturing enabled, the editor crashes instantly when opening a material that has a VT texture in it.
                                Last edited by The_Distiller; 05-24-2020, 08:57 PM.
                                ArtStation - Portfolio

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