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    Touching a broken structure instantly results in the editor crashing.
    Copy/pasting a healthy structure, instant crash.

    Please fix structures for once.
    [LEGENDS of EPICA][Twitter][FB][YT][Vimeo][Reallusion Technical Expert]


      Originally posted by reok View Post
      Landscape Sculpting keeps crashing and the crash-log doesn't give any useful information. Can anyone help or has anyone the same issues?

      Happened exactly same for me sometimes in 4.24 and with 4.25 previews, sent log with crash reporter multiple times. Maybe it will be resolved eventually. With 4.25 final it did not happen for me anymore. - Skype alternative - 3D suite


        Noticed a flicker issue with some materials/meshes.

        [LEGENDS of EPICA][Twitter][FB][YT][Vimeo][Reallusion Technical Expert]


          When using buttons inside a scroll box, Presise Tap doesn't work on mobiles! It always receive the button event if you scroll/drag. Using onClicked with Precise Click works.


            As a Win7 user, I too get the DXGIGetDebuginterface1 error message at launch


              anyone know would could be going on with render Movie with
              Master Audio Submix and sequence as .avi.

              I've added -audioMixer flag and enabled plugins 'Sound Utilities' and 'Synthesis and DSP Effects' and restarted but on creating the sequence the images run well as does the audio however when i get to the end of my sequence I get a repeating stuttering sound as if looping a very small portion of the sequence. then when i check the output the video is there but there is no audio at all.

              any help/insights would be appreciated!
              Attached Files



                The 4.25.1 Hotfix is now live!

                Fixed in 4.25.1

                Fixed! UE-92649 Editor analytics event can report invalid session duration if user change their computer time
                Fixed! UE-93637 Fix ISPC crash during anim decompression
                Fixed! UE-93175 [CrashReport] UE4Editor-Engine!USkeletalMesh::PostRename(UObject *,FName) [SkeletalMesh.cpp:1757]
                Fixed! UE-92819 [CrashReport] UE4Editor-ControlRig!`FControlRigParameterPreAnimatedTokenProducer::CacheExistingState(UObject &) [MovieSceneControlRigParameterTemplate.cpp:464]
                Fixed! UE-93244 Editor crashes on load after setting Oculus Audio Spat and Reverb
                Fixed! UE-93436 Impulse Responses use compressed Sound Wave data instead of the original PCM data
                Fixed! UE-93437 TimeSynth beat/bar counting fix has not been ported to 4.25 as needed
                Fixed! UE-93435 Impulse Responses are miscategorized in the Content Browser context menu
                Fixed! UE-87008 Crash changing levels in editor if media sound component in level with 'UI Sound' enabled.
                Fixed! UE-92977 Source Won't Build - UnrealInsightsCLI.cpp References Missing Header
                Fixed! UE-92812 Ensures cooking blueprints using functions that have delegate pins
                Fixed! UE-92787 Crash saving blueprint with a Get Float Attribute node and the attribute pin is set inline
                Fixed! UE-93602 Crash opening RDP connection with active UE4 session
                Fixed! UE-92940 [CrashReport] UnrealHeaderTool!FNativeClassHeaderGenerator::SaveHeaderIfChanged()
                Fixed! UE-93779 Crash Opening Recovery Hub in Engine Source builds
                Fixed! UE-92914 [CrashReport] UE4Editor-UnrealEd!UCookOnTheFlyServer::PostLoadPackageFixup(UPackage*) [CookOnTheFlyServer.cpp:3594]
                Fixed! UE-93423 CLONE 4.25 - Invalid umap file breaks cooking process
                Fixed! UE-93289 CrashReportClient doesn't report the Editor exit code when the Editor process group is killed
                Fixed! UE-92582 Crash in non-FThread are not handled and cause abnormal termination
                Fixed! UE-92835 CLONE - Assertion failed: !IsGarbageCollecting()
                Fixed! UE-92810 Crash spawning actor with instance editable gameplay tag property that was changed inline
                Fixed! UE-92595 UToolMenu Invalid Class Pointer/CDO during Garbage Collection
                Fixed! UE-93640 Support include path filter in VS project generation in 4.25
                Fixed! UE-92670 'See Power of Two Settings in Texture Editor' text overlays all Lens flares on iOS
                Fixed! UE-93518 GitHub 6963 : PIE window net mode bug fix
                Fixed! UE-92923 [CrashReport] UE4Editor-AIModule!UAISystem::UnregisterBlackboardComponent(UBlackboardData &,UBlackboardComponent &) [AISystem.cpp:220]
                Fixed! UE-92931 [CrashReport] UE4Editor-UnrealEd!EditorUtilities::CopyActorProperties(AActor *,AActor *,EditorUtilities::FCopyOptions const &) [Editor.cpp:1367]
                Fixed! UE-93111 Calling Array_Identical in a blueprint results in a compile failure with nativization
                Fixed! UE-93497 Editor will crash during shutdown while a global Find-in-Blueprint tab is open and indexing is active.
                Fixed! UE-92773 Child Actor missing if class overriden on instance
                Fixed! UE-93237 Child Actor Components jitter around in blueprint viewport when dragged
                Fixed! UE-93426 Instance components duplicated via the in world component editor are destroyed on level reload
                Fixed! UE-90528 Ensure Amplitude >= 0.0f && Amplitude <= 1.0f when using voice chat with Steam
                Fixed! UE-92824 [CrashReport] UE4Editor-GeometryCollectionEngine!?TickComponent@UGeometryCollectionComponent@@UEAAXMW4ELevelTick@@PEAUFActorComponentTickFunction@@@Z [GeometryCollectionComponent.cpp:1003]
                Fixed! UE-91571 [CrashReport] UE4Editor-Engine!struct FSparseArrayAllocationInfo TSparseArray<TSetElement [SparseArray.h:115]
                Fixed! UE-93158 Cloth Simulation does not Properly simulate in 4.25 when used on Slave Components
                Fixed! UE-92624 Duplicate object assert on ClothConfigNv object creation.
                Fixed! UE-93441 Fracture tool refuses to place noise points as close as it should, for 'large' faces
                Fixed! UE-92296 Anchored widget components are displayed incorrectly
                Fixed! UE-92879 Remove dependency on billing if Online Subsystem Google plugin disabled
                Fixed! UE-92793 Fix missing semicolon in GooglePAD_APL.xml
                Fixed! UE-92832 SetupAndroid.bat "Failed to find package lldb;3.1"
                Fixed! UE-92806 Infiltrator Demo fails to package on Linux - NiagaraGPURayTracingTransforms.usf, error: cannot assign value of type 'vec4' to type '': no implicit conversion allowed
                Fixed! UE-92741 Android launch images change size while onscreen
                Fixed! UE-92676 Provide replacement ld.lld for Win and OSX for Android NDK
                Fixed! UE-93288 Anim sequence in DLC leads to crash in IOS.
                Fixed! UE-92620 iOS custom storyboard tooltip is incorrect
                Fixed! UE-92606 IOS crash disabling idle timer when closing the app
                Fixed! UE-92424 Canvas Render Target 2D doesn't get alpha mask when rendering with ES3.1
                Fixed! UE-92333 Custom launchscreen storyboards are not copied for blueprint projects packaged from PC
                Fixed! UE-92224 iOS dither looks dark and encounters artifacting
                Fixed! UE-92216 Artifacting on object edges when camera moves for iOS
                Fixed! UE-91688 God Rays broken on Mali S20
                Fixed! UE-93138 SSH key generation fails when Windows user home directory contains a space
                Fixed! UE-92912 [CrashReport]!ProcessCompiledJob(FShaderCompileJob*, FShaderPipelineType const*, TArray<EShaderPlatform, TSizedDefaultAllocator<32> >&, TArray<FShaderPipelineType const*, TSizedDefaultAllocator<32> >&) [ShaderCompiler.cpp:4953]
                Fixed! UE-93309 Motion blur is not working in split screen multiplayer
                Fixed! UE-93140 Any mipmap for a Texture2DArray larger than 64*64 is black in editor
                Fixed! UE-92616 Materials using Texture 2D Arrays fail to compile
                Fixed! UE-92501 [CrashReport] UE4Editor-RenderCore!EmitNullShaderParameterFatalError(TShaderRefBase<FShader,FShaderMapPointerTable> const &,FShaderParametersMetadata const *,unsigned short) [ShaderParameterStruct.cpp:430]
                Fixed! UE-91853 Crash Occurs When Converting a Regular Texture To a Virtual Texture Multiple Times
                Fixed! UE-93389 MIC has loose texture streaming data once cooked
                Fixed! UE-92303 Transparent/Translucent materials rendering on top of objects with Forward Shading and SeparateTranslucencyScreenPercentage 50
                Fixed! UE-91569 [CrashReport] UE4Editor-Renderer!static void AddHairStrandUpdateMeshTrianglesPass(class FRDGBuilder & const, class FGlobalShaderMap [HairStrandsMeshProjection.cpp:550]
                Fixed! UE-92863 Engine.Owner.Velocity does not clear itself between frames to 0
                Fixed! UE-93045 Niagara can lead to large precompile times when pulling from the DDC
                Fixed! UE-93059 Crash when attempting to sample a Skeletal Mesh component with an unset mesh
                Fixed! UE-93049 Depth buffer collision kills all particles after 1 second
                Fixed! UE-92904 Push users to go to Houdini for the Houdini plugin
                Fixed! UE-92789 Crash with UNiagaraComponent::GetNumMaterials on cooked out emitters
                Fixed! UE-92782 Several Niagara tests report heap issues during EngineTest
                Fixed! UE-92775 Possessed System and System Component parameters aren't modified during PIE/Simulate
                Fixed! UE-92683 Adding/Removing a parameter from a system breaks setting possessed actor's user parameters in Sequencer
                Fixed! UE-93367 Possible driver crash around Niagara GPU instance count
                Fixed! UE-93093 Emitters never stop playing when triggered by AnimNotify
                Fixed! UE-93157 Crash setting the Preview Mesh on Skeletal Mesh Location when the System is parented to a Skeletal Mesh Component with an unset Skeletal Mesh
                Fixed! UE-92598 Niagara crashed the editor while a shader was compiling
                Fixed! UE-92594 the convert node incorrectly names new pins when they're created via reference
                Fixed! UE-92366 Skeletal Mesh Bone Sampling Requires CPU Access to be Enabled
                Fixed! UE-92289 Skeletal Mesh cpu access warnings are not displayed in the stack consistently
                Fixed! UE-92375 Crash when adding a Virtual Bone to a Skeletal Mesh in use by a Niagara System - Assertion failed: (Index >= 0) & (Index < ArrayNum)
                Fixed! UE-92376 Crash when adding/removing a Virtual Bone to/from a Skeletal Mesh in use by a GPU Emitter while sampling filtered bones
                Fixed! UE-92336 Crash when compiling a script with an orphan pin
                Fixed! UE-92254 d3d crash when using other applications and window focus with Niagara
                Fixed! UE-93613 Crash compiling a Blueprint that has an unset Skeletal Mesh component with a child Niagara Component that samples a Skeletal Mesh with more than 1 LOD
                Fixed! UE-87537 Particle Systems Don't Play In Reopened Levels With ES 3.1 Enabled
                Fixed! UE-92864 Crash when opening project with ray tracing enabled
                Fixed! UE-92830 [CrashReport] UE4Editor-D3D12RHI!FD3D12Adapter::AllocateBuffer(FD3D12Device *,D3D12_RESOURCE_DESC const &,unsigned int,unsigned int,FRHIResourceCreateInfo &,unsigned int,FD3D12TransientResource &,FD3D12ResourceLocation &) [D3D12Buffer.cpp:93]
                Fixed! UE-92780 Ray tracing shader compilation may get enabled incorrectly
                Fixed! UE-93471 Raytracing with Geometry Cache has broken reflection
                Fixed! UE-93176 [CrashReport]!ProcessCompiledJob(FShaderCompileJob*, FShaderPipelineType const*, TArray<EShaderPlatform, TSizedDefaultAllocator<32> >&, TArray<FShaderPipelineType const*, TSizedDefaultAllocator<32> >&) [ShaderCompiler.cpp:4953]
                Fixed! UE-91271 [CrashReport] UE4Editor-Engine!FInstancedStaticMeshSceneProxy::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext &,TArray<FRayTracingInstance,TSizedDefaultAllocator<32> > &) [InstancedStaticMesh.cpp:1200]
                Fixed! UE-85311 Crash when enabling Level of Detail Coloration viewmodes in the Dataprep editor while using DX12
                Fixed! UE-89977 ShaderModels are rendering much darker on Windows Vulkan during EngineTest
                Fixed! UE-90111 DX12Crash while sitting idle in editor
                Fixed! UE-86619 [CrashReport] UE4Editor-MetalRHI!FMetalDeviceContext::ReleaseTexture(FMetalTexture&) [MetalContext.cpp:715]
                Fixed! UE-92707 Crash in QAGame on exit with DX12
                Fixed! UE-93088 DX12 RHI Subrect copy
                Fixed! UE-91579 [CrashReport] UE4Editor-D3D12RHI!FD3D12CommandListManager::WaitForCommandQueueFlush() [D3D12DirectCommandListManager.cpp:832]
                Fixed! UE-89235 Overwriting a Merged actor with Merge Materials and Opacity Mask crashes the editor
                Fixed! UE-92945 Fatal Error duplicating AnimatedBalloonReleaseHatch
                Fixed! UE-93264 CLONE - Experimental Mesh Paint gizmo is not aligned to mesh surface
                Fixed! UE-93241 Physical Material Masks not working
                Fixed! UE-92583 Editor Toolbar incorrectly displays it can be expanded on High DPI monitors
                Fixed! UE-93473 [Crash Report] Mac UE4Editor-Slate!FMenuStack::PostPush
                Fixed! UE-92946 [CrashReport] UE4Editor-UnrealEd!FLevelEditorViewportClient::AttemptApplyObjAsMaterialToSurface(UObject *,HModel *,FViewportCursorLocation &) [LevelEditorViewport.cpp:913]
                Fixed! UE-90593 Dataprep - output to folder is not available in the asset preview after execution
                Fixed! UE-91488 dataprep - insertion points markers of filters and operations are not always visible
                Fixed! UE-92941 [CrashReport] UE4Editor-D3D11RHI!?RHICreateUniformBuffer@FD3D11DynamicRHI@@UEAA?AV?$TRefCountPtr@VFRHIUniformBuffer@@@@PEBXAEBUFRHIUniformBufferLayout@@W4EUniformBufferUsage@@W4EUniformBufferValidation@@@Z
                Fixed! UE-92778 C4D Importer build issue with some WinSDK version
                Fixed! UE-93129 Datasmith prevents to set a package path as mesh name
                Fixed! UE-91697 Dataprep scene previously created is still tied to Dataprep instance asset after changing level name and creating a new scene
                Fixed! UE-93609 Datasmith exporter installation version is not accurate in 4.25.1.
                Fixed! UE-92232 VRED import fails on a matrix size check
                Fixed! UE-92158 VRED exporter fails if a material as submaterial but none selected
                Fixed! UE-92362 Add a second version of the VRED python exporter to support VRED >= 2021
                Fixed! UE-93325 HISM nor rendering correctly in main pass when marked for VT AND Main Pass
                Fixed! UE-92448 Mesh lod streaming doesn't work on cooked version
                Fixed! UE-93118 Crash in DefeatureMesh
                Fixed! UE-92512 Assert after importing .MDL files and closing project
                Fixed! UE-87039 [CrashReport] UE4Editor-Foliage!AInstancedFoliageActor::MapRebuild() [InstancedFoliage.cpp:3305]
                Fixed! UE-88574 Assertion when attempting to create a landscape with Edit Layers enabled on linux
                Fixed! UE-93162 [CrashReport] UE4Editor-Landscape!ULandscapeMaterialInstanceConstant::UpdateCachedTextureStreaming() [LandscapeRender.cpp:4329]
                Fixed! UE-93460 [CrashReport] UE4Editor-CoreUObject!UObject::PostEditChange() [Obj.cpp:338]
                Fixed! UE-93730 Landmass: Custom Brushes completely broken in 4.25 due to wrong RT format on DistanceField Render Target.
                Fixed! UE-92961 Crash when using FText::FromStringTable
                Fixed! UE-89363 Mesh Smooth tool does not smooth mesh correctly in implicit mode
                Fixed! UE-92939 Duplicate mesh tool names the new mesh "Combined_Meshes"
                Fixed! UE-92930 PolyCut Tool loses UVs in Cut-and-Fill Mode
                Fixed! UE-92926 [Crash Report] UE4Editor-MaterialBaking!FMaterialBakingHelpersImpl::PerformUVBorderSmear(TArray<FColor,TSizedDefaultAllocator<32> > &,int &,int &,int,bool) [MaterialBakingHelpers.cpp:74]
                Fixed! UE-93555 Crash when cooking a scene containing a runtime-generated static mesh
                Fixed! UE-91000 Multiuser nodes are not found in VPN
                Fixed! UE-93290 CrashReportClientEditor crashes about 2% of the times
                Fixed! UE-93495 Python 3.8+ changes the C locale on init
                Fixed! UE-92883 SetPlayRange no longer working
                Fixed! UE-93038 Using Time Dilation with an audio track causes audio to echo
                Fixed! UE-92947 [CrashReport] UE4Editor-MovieRenderPipelineEditor!UMoviePipelinePIEExecutor::OnPIEStartupFinished(bool) [MoviePipelinePIEExecutor.cpp:101]
                Fixed! UE-92826 [CrashReport] UE4Editor-Engine!FRichCurve::GetKeyRef(FKeyHandle) [RichCurve.cpp:167]
                Fixed! UE-92804 Copying and pasting animation sections into another animation track adds multiple sections on different rows
                Fixed! UE-92808 Crash when creating a level sequence player after a level begins its tear-down
                Fixed! UE-93284 Unable to Create Anim Sequence from Live Link Recording with Facial Data
                Fixed! UE-93577 Attempting to bake transform on actors with parents recorded in Take Recorder causes the engine to hang seemingly indefinitely
                Fixed! UE-93576 Actors recorded with attachments in Take Recorder are plotted at time code but have attach tracks and in at 00:00:00:00
                Fixed! UE-93199 Set Playback End will cause a sequence's upper bound to be inclusive.
                Fixed! UE-92513 Crash when opening a sequence with an additive control rig track
                Fixed! UE-92454 Sequencer Export to FBX file framerate is always 30fps, regardless of playback rate in Sequencer
                Fixed! UE-92236 Recompile all segments
                Fixed! UE-93488 [CrashReport] UE4Editor-MovieRenderPipelineCore!UMoviePipeline::TickProducingFrames() [MoviePipelineTiming.cpp:29]
                Fixed! UE-93472 Crash rendering sequence when subscene is open in sequencer
                Fixed! UE-93429 Can't set a sequence to another sequence if it exists in another shot
                Fixed! UE-93559 PIE with single process starts multiple server windows
                Fixed! UE-93339 Slate-based Program targets assert on start up
                Fixed! UE-92909 Creating Widget at run time with an exposed variable causes Engine crash with Assertion
                Fixed! UE-92668 Take Recorder Playback with LiveLink data throws ensure - Ensure condition failed: !NewTransform.ContainsNaN()
                Fixed! UE-93421 Fixed frame rate fails when starting TimecodeSynchronizer
                Fixed! UE-70979 Selection outline rendering inconsistently in VRMode
                Fixed! UE-93527 GitHub 6965 : Restoring remoting from game
                Fixed! UE-93134 LOD view selection incorrect for split-screen
                Fixed! UE-92511 Hololens - interop build process cleanup
                Fixed! UE-91915 Hololens - passthrough camera not working


                  When trying to build for Android

                  UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\java\com\epicgames\ue4\ error: variable purchaseLaunchCallback is already defined in class GameActivity
                  UATHelper: Packaging (Android (ETC2)): GooglePlayStoreHelper.PurchaseLaunchCallback purchaseLaunchCallback = null;
                  UATHelper: Packaging (Android (ETC2)): ^
                  UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\java\com\epicgames\ue4\ error: method getPurchaseLaunchCallback() is already defined in class GameActivity
                  UATHelper: Packaging (Android (ETC2)): > Task :app:compileDebugJavaWithJavac FAILED
                  UATHelper: Packaging (Android (ETC2)): Gradle may disable incremental compilation as the following annotation processors are not incremental: lifecycle-compiler-2.0.0.jar (androidx.lifecycle:lifecycle-compiler:2.0.0).
                  UATHelper: Packaging (Android (ETC2)): Consider setting the experimental feature flag android.enableSeparateAnnotationProcessing=true in the file to run annotation processing in a separate task and make compilation incremental.
                  UATHelper: Packaging (Android (ETC2)):
                  UATHelper: Packaging (Android (ETC2)): > Task ermission_library:bundleLibResDebug
                  UATHelper: Packaging (Android (ETC2)): > Task :firebasehelperres:bundleLibResDebug
                  UATHelper: Packaging (Android (ETC2)): > Task :downloader_library:bundleLibResDebug
                  UATHelper: Packaging (Android (ETC2)): public GooglePlayStoreHelper.PurchaseLaunchCallback getPurchaseLaunchCallback()
                  UATHelper: Packaging (Android (ETC2)): ^
                  UATHelper: Packaging (Android (ETC2)): Note: Some input files use or override a deprecated API.
                  UATHelper: Packaging (Android (ETC2)): Note: Recompile with -Xlint:deprecation for details.
                  UATHelper: Packaging (Android (ETC2)): 2 errors
                  UATHelper: Packaging (Android (ETC2)):
                  UATHelper: Packaging (Android (ETC2)): FAILURE: Build failed with an exception.
                  UATHelper: Packaging (Android (ETC2)):
                  UATHelper: Packaging (Android (ETC2)): * What went wrong:
                  UATHelper: Packaging (Android (ETC2)): Execution failed for task ':app:compileDebugJavaWithJavac'.
                  UATHelper: Packaging (Android (ETC2)): > Compilation failed; see the compiler error output for details.
                  UATHelper: Packaging (Android (ETC2)):
                  UATHelper: Packaging (Android (ETC2)): * Try:
                  UATHelper: Packaging (Android (ETC2)): Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
                  UATHelper: Packaging (Android (ETC2)): 59 actionable tasks: 59 executed
                  UATHelper: Packaging (Android (ETC2)):
                  UATHelper: Packaging (Android (ETC2)): * Get more help at
                  UATHelper: Packaging (Android (ETC2)):
                  UATHelper: Packaging (Android (ETC2)): BUILD FAILED in 18s
                  PackagingResults: Error: variable purchaseLaunchCallback is already defined in class GameActivity
                  PackagingResults: Error: method getPurchaseLaunchCallback() is already defined in class GameActivity
                  UATHelper: Packaging (Android (ETC2)): ERROR: cmd.exe failed with args /c "C:\Users\Paul\Documents\Unreal Projects\Sinister\Intermediate\Android\gradle\rungradle.bat" :app:bundleDebug
                  PackagingResults: Error: cmd.exe failed with args /c "C:\Users\Paul\Documents\Unreal Projects\Sinister\Intermediate\Android\gradle\rungradle.bat" :app:bundleDebug
                  UATHelper: Packaging (Android (ETC2)): Took 57.1813691s to run UnrealBuildTool.exe, ExitCode=6
                  UATHelper: Packaging (Android (ETC2)): UnrealBuildTool failed. See log for more details. (C:\Users\Paul\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.25\UBT-Sinister-Android-Shipping_2.txt)
                  UATHelper: Packaging (Android (ETC2)): AutomationTool exiting with ExitCode=6 (6)
                  UATHelper: Packaging (Android (ETC2)): BUILD FAILED
                  PackagingResults: Error: Unknown Error


                    No mention of fixing virtual textured lightmaps or emissive materials in lightmass. I also haven't heard anything on bug reports I made for both of those, are fixes being worked on?

                    The lightmass emissive problem looks like this:


                    (edit: fixed here: )
                    Last edited by muchcharles; 06-05-2020, 05:54 PM.


                      Some issue with Android Packages

                      UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\java\com\epicgames\ue4\ error: variable purchaseLaunchCallback is already defined in class GameActivity
                      UATHelper: Packaging (Android (ETC2)): GooglePlayStoreHelper.PurchaseLaunchCallback purchaseLaunchCallback = null;
                      UATHelper: Packaging (Android (ETC2)): ^
                      UATHelper: Packaging (Android (ETC2)): Z:\app\src\main\java\com\epicgames\ue4\ error: method getPurchaseLaunchCallback() is already defined in class GameActivity
                      UATHelper: Packaging (Android (ETC2)): public GooglePlayStoreHelper.PurchaseLaunchCallback getPurchaseLaunchCallback()
                      UATHelper: Packaging (Android (ETC2)): ^
                      UATHelper: Packaging (Android (ETC2)): Note: Some input files use or override a deprecated API.
                      UATHelper: Packaging (Android (ETC2)): Note: Recompile with -Xlint:deprecation for details.
                      UATHelper: Packaging (Android (ETC2)): 2 errors
                      PackagingResults: Error: variable purchaseLaunchCallback is already defined in class GameActivity
                      PackagingResults: Error: method getPurchaseLaunchCallback() is already defined in class GameActivity

                      OK, Android has not issues, the developer of the plugin EasyAds will fix it.

                      iOS iAPS do not work, will check it further and report
                      Last edited by GRADgr; 06-03-2020, 04:34 PM.


                        Originally posted by Entilzar View Post
                        As a Win7 user, I too get the DXGIGetDebuginterface1 error message at launch
                        With the 4.25.1 update, I now also have a CrashReportClientEditor crash at startup, right before the DXGIGetDebuginterface1 error message xD


                          UE-93360 has been fixed by CL 12195642 in the dev-rendering branch a month ago, but for some reason it didn't reach 4.25 or 4.25.1. Could someone at Epic bring it over?

                          Here is the commit with the fix:


                            Unfortunately there are stil some Niagara bugs in 4.25.1 that I've submitted a few weeks ago (and didn't get a response):

                            1. It seems that the "Set Emitter Enable" node doesn't work

                            2. Moving tracks in the Niagara timeline doesn't affect the system's timing

                            Thanks and best regards,
                            Attached Files
                            Daniel Mihajlovic |Freelance 3D Artist | Showreel


                              I think I've figured out what broke lightmass emission, in the diff between 4.24 and 4.25:

                              if (Resource)
                              FMaterialShaderMapId ResourceId;
                              - Resource->GetShaderMapId(GMaxRHIShaderPlatform, ResourceId);
                              - FStaticParameterSet StaticParamSet;
                              - Resource->GetStaticParameterSet(GMaxRHIShaderPlatform, StaticParamSet);
                              + Resource->GetShaderMapId(GMaxRHIShaderPlatform, nullptr, ResourceId);
                              TArray<FShaderType*> ShaderTypes;
                              @@ -263,12 +260,12 @@ public:
                              // Override with a special usage so we won't re-use the shader map used by the material for rendering
                              ResourceId.Usage = GetShaderMapUsage();
                              - CacheShaders(ResourceId, StaticParamSet, GMaxRHIShaderPlatform);
                              + CacheShaders(ResourceId, GMaxRHIShaderPlatform);
                              The neon sign used an emissive texture replace in a material instance, activated by a static switch. By removing the lines:

                              - Resource->GetStaticParameterSet(GMaxRHIShaderPlatform, StaticParamSet);
                              - CacheShaders(ResourceId, StaticParamSet, GMaxRHIShaderPlatform);
                              I think the default value for all static switches are happening every time rather than taking the path configured for the material instance. This may break a whole lot more stuff than static emission!

                              The new CacheShaders call does something with generating a StaticParamSet in a WITH_EDITORONLY_DATA block, but it doesn't seem to be working for lightmass.

                              Tested more and can confirm it affects much more stuff than emissive. If you use master materials with static switches for instances you can end up getting all kinds of random textures replaced with the default of the switch, and end up with wrong colored bounce lighting and presumably other problems. I was able to reproduce it with diffuse. I think this might explain a ton of lightmass issues people have had with this release.

                              I originally submitted under Case # 00177116 and never heard back, but I can now make a much simpler repro project. It probably affects a whole lot more people, anyone seeing weird colors from lightmass and using static switches is probably seeing the result of this.
                              Last edited by muchcharles; 06-04-2020, 04:10 PM.


                                To be honest, within any material an if statement always caused both pathways to compile. to the point that I have been using Custom nodes to avoid this the whole past year.

                                I have submitted at least 4 bug reports in the last week (prior to the patch). They all still exist in the latest patch, and no reply at all came in from epic.
                                I'm assuming they are Very backlogged.
                                To think of it, I never even received replies to the ones from 3 months ago that are still there and have no ticket...

                                Is there any official word on this / how backlogged the team is, and what time delays are to be expected due to COVID?