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  • replied
    Originally posted by NilsonLima View Post

    I agree. They mentioned a 4.25Plus transition before 4.26, but they didn't mention if that would be just a hotfix transition or something else.
    They bumped up 4.25 branch from 4.25.3 to 4.25.4, which usually indicates an incoming hotfix.

    Leave a comment:


  • replied
    Originally posted by motorsep View Post

    I'd be more hopeful for 4.25.4... Which also hasn't been released
    I agree. They mentioned a 4.25Plus transition before 4.26, but they didn't mention if that would be just a hotfix transition or something else.

    Leave a comment:


  • replied
    Originally posted by DsyD View Post
    Anyone know when 4.26 Preview is coming out? I thought they had said September, but not sure...
    I'd be more hopeful for 4.25.4... Which also hasn't been released

    Leave a comment:


  • replied
    Anyone know when 4.26 Preview is coming out? I thought they had said September, but not sure...

    Leave a comment:


  • replied
    I hope there will be support for Spline meshes with raytracing in 4.26 I got all excited now rtx stuff doesn't crash on my end (I reinstalled windows on my laptop) and got started with splines and found they don't cast shadows or affect raytracing in any way at all. Please fix it I need them in my project

    Originally posted by JustinDarlington View Post
    Will we ever see any proper sorting algorithms implemented for Mesh Decals?? I feel like this feature is long over due and necessary. It's impossible to achieve stable rendering with overlapping mesh decals and it's just infuriating when trying to build large worlds.
    A proper decal system would be nice tbh, not just deferred box project but actual mesh based projections ​ maybe in ue5 we can finally have them.
    Last edited by Legend286; 09-11-2020, 04:31 PM.

    Leave a comment:


  • replied
    Originally posted by aneral View Post



    Can you elaborate on how to solve it? Thank you
    If like me the cause is reflection captures>Go to project settings, type reflection and reduce the reflection capture size...

    if something else, like I've just experienced:

    Assertion failed: NumPooled > 1 [File:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.h] [Line: 886] UE4Editor_Core UE4Editor_Core UE4Editor_D3D12RHI UE4Editor_D3D12RHI UE4Editor_D3D12RHI UE4Editor_D3D12RHI UE4Editor_D3D12RHI UE4Editor_D3D12RHI UE4Editor_RenderCore UE4Editor_Renderer UE4Editor_RenderCore UE4Editor_Renderer UE4Editor_Renderer UE4Editor_Core UE4Editor_Core UE4Editor_RenderCore UE4Editor_RenderCore UE4Editor_Core UE4Editor_Core kernel32 ntdll


    you can always got to your project content folder and try removing [by zipping it and keeping it safe the offending *.umap and or *uasset. I zipped my .uasset and the project has now loaded and is recompiling some 6K + shaders as I type..

    edit: SUCCESS!


    Leave a comment:


  • replied
    Will we ever see any proper sorting algorithms implemented for Mesh Decals?? I feel like this feature is long over due and necessary. It's impossible to achieve stable rendering with overlapping mesh decals and it's just infuriating when trying to build large worlds.

    Leave a comment:


  • replied
    After about two months I've found why it's crashing when building for Android armv7. When using a blueprint in scene which is having a public variable, type array, it's crashing. Tested on fresh projects and it's always crashing.

    Leave a comment:


  • replied
    Originally posted by LNaej View Post
    On a project ported from 4.23 to 4.25.0, on Oculus Quest when loading a map, I've got the following ensure condition failing:
    Code:
    if (PrimitiveSceneInfo->NeedsReflectionCaptureUpdate())
    {
    // mobile should not have any outstanding reflection capture update requests at this point
    ensure(Scene->GetShadingPath() != EShadingPath::Mobile);
    [...]
    It's in Renderer/Private/SceneVisibility.cpp:2098, inside the ComputeRelevance() method.
    Does anyone have an idea what could be causing this in my project/map? Or is it an engine bug? Thanks for your help

    Update: It's happening on a specific map, trying to see what in it could be the cause of this.
    I have been experiencing this crash too. I think I have narrowed it down to the late update being done for the HMD and controllers, in our scenario at least.

    The late update is setting the transform, causing them to be flagged as needing a reflection capture update but something about doing the level load means it is not being updated before ComputeRelevance is called.

    It only affects things nested under the motion controller component or the camera that is tracking to the HMD. As a workaround I enabled DisableLowLatencyUpdate in the motion controllers (to stop the late update of the transform) and removed the anything we had nested under the camera (disabling it for the HMD would be more involved).

    So far this seems to have worked. Obviously not an ideal long term solution.

    Leave a comment:


  • replied
    :d:d:d:d:d:d:d:d:d:d:d:d:d

    Leave a comment:


  • replied
    Open editor preferences and search for EQS and check it. You have to do it each time you open the editor. For me it doesn't save the changes

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  • replied
    EQS in 4.25.3 is gone? I can't find it:

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  • replied
    Originally posted by DanH71 View Post
    an otherwise happy project is now crashing on dragging in a sphere reflection capture... happened on 4.25 base and then .3 update [tried to see if this would help, but no]..

    assertion failure and D3D12RHI...

    anyone had similar and found a solution.

    thanks


    full crash report>



    LoginId:ReflectionCrasher
    EpicAccountIdrCrashAlot

    Assertion failed: NumPooled > 1 [File:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.h] [Line: 886]

    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_D3D12RHI
    UE4Editor_D3D12RHI
    UE4Editor_D3D12RHI
    UE4Editor_D3D12RHI
    UE4Editor_D3D12RHI
    UE4Editor_D3D12RHI
    UE4Editor_RenderCore
    UE4Editor_Renderer
    UE4Editor_Renderer
    UE4Editor_Renderer
    UE4Editor_Renderer
    UE4Editor_Renderer
    UE4Editor_Core
    UE4Editor_Core
    UE4Editor_RenderCore
    UE4Editor_RenderCore
    UE4Editor_Core
    UE4Editor_Core
    kernel32
    ntdll

    *EDIT> SOLVED. reflection capture size somehow got to 4K and my machine was obviously having a meltdown. Reduced to 1K and now its fine.


    Can you elaborate on how to solve it? Thank you

    Leave a comment:


  • replied
    Well 4.25.3 it's a big joke. My first 8 months game it's gone. So I've started a new game. After 3 weeks of work this game also is not working on armv7. A 4 days backup it's working, the rest is crashing at start up. I've sent several bug reports, ask on forums, discord but still not fiding a solution.

    HTML Code:
    2020-08-30 23:31:20.089 19291-19291/? A/DEBUG: pid: 19042, tid: 19111, name: Thread-4 >>> com.thewidow <<<
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #00 pc 046f572c /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (FAsyncPackage::EventDrivenSerializeExport(int)+768) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #01 pc 046f3f84 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (FAsyncPackage::ProcessImportsAndExports_Event()+1132) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #02 pc 046f3a30 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (FAsyncPackage::Event_ProcessImportsAndExports()+240) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #03 pc 046f8da0 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (FAsyncLoadingThread::ProcessAsyncLoading(int&, bool, bool, float, FFlushTree*)+984) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #04 pc 046fdaa4 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (FAsyncLoadingThread::TickAsyncThread(bool, bool, float, bool&, FFlushTree*)+628) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #05 pc 046fd1f4 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (FAsyncLoadingThread::TickAsyncLoading(bool, bool, float, FFlushTree*)+436) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #06 pc 04704dfc /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (FAsyncLoadingThread::FlushLoading(int)+484) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #07 pc 04868854 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (LoadPackageInternal(UPackage*, char16_t const*, unsigned int, FLinkerLoad*, FArchive*, FUObjectSerializeContext*)+1324) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #08 pc 0486700c /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (LoadPackage(UPackage*, char16_t const*, unsigned int, FArchive*, FUObjectSerializeContext*)+180) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #09 pc 067510d0 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (UEngine::LoadMap(FWorldContext&, FURL, UPendingNetGame*, FString&)+3440) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #10 pc 0674e62c /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (UEngine::Browse(FWorldContext&, FURL, FString&)+3688) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #11 pc 061d7b84 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (UGameInstance::StartGameInstance()+908) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #12 pc 03c1a1b8 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (FEngineLoop::Init()+1896) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #13 pc 03c19738 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (AndroidMain(android_app*)+2732) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #14 pc 03c1d5f4 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (android_main+136) (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    2020-08-30 23:31:20.170 19291-19291/? A/DEBUG: #15 pc 03c36af4 /data/app/com.thewidow-og2zs1fvwFOTZI_SxAdVHw==/lib/arm/libUE4.so (BuildId: 989b7bb8bd47f6cdd38cf62fc775c288febf13de)
    This is the crash I get when launching on a Android device. On my first game I get a similar crash log.
    Edit: Each time you create a blueprint actor and inside that blueprint you create an array variable and place that actor into the scene, the game will crash when building for Android armv7. Tested on my 2 developed games which are not working anymore and also tested on two fresh projects. I've sent a bug report. Hope someone will check it.
    Last edited by butavpaul; 08-31-2020, 06:35 AM.

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  • replied
    While in RayTrace mode, I disabled Preview Shadows Indicator in SHOW > VISUALIZE, and I was still getting Build Lighting Message, but I didn't care about it because I was Raytracing.

    But then I went to render a movie clip, with Raytracing + Preview Shadows disabled, and in a reflection I see "Preview"....WTF!!!!!???
    It doesn't even show it in the viewer or High Res Screenshot, it only showed up upon render of the .AVI....weird.

    So I had to build the lighting, wait, an then Raytrace the thing again to remove the "Preview" message.

    Maybe developers can remove presence of message ion Raytraced Reflections per the disablement in SHOW > VISUALIZE.
    Thank You!

    Leave a comment:

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