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  • replied
    Hi TheJamsh,

    The Program.Main: ERROR: Exception in mscorlib: Illegal characters in path. issue looks to be a problem with the new code to break out the PATH environment variable to try locating xgConsole.exe.

    You can work around this for now by changing XGEConsoleExe in Engine/Source/Programs/AutomationTool/UE4Build.cs back to:

    Code:
    		public string XGEConsoleExe()
    		{
    			return @"C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe";
    		}
    I'd like to see your PATH variable contents to see why it doesn't work for you.

    Leave a comment:


  • replied
    So Packaging seems to be broken completely for me. I can deploy in Visual Studio to Android using the new (THANKYOU) NSight Tegra Debugger, but in editor I get a failed log. I suspect this is due to the list of Deprecation Warnings, and possibly the fact that the clang compiler now seems to run with -WShadow. I can see why, but I think that should really be an option you can turn off somewhere, because it's perfectly acceptable to have those kinds of variables normally right?

    Additionally, any game I deploy to Android currently crashes in GenericPlatformMemory.cpp - Line 77. This is with any game, even a default Unreal Project.

    Edit: Packing in Editor for Android is completely broken. Created a new Flying C++ Template and tried to build for Android (DXT) - instantly fails.
    Last edited by TheJamsh; 08-24-2015, 05:19 AM.

    Leave a comment:


  • replied
    Wow... how do I go about fixing these?

    Click image for larger version

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    Also, this project does NOT build at all. I can't package it.
    Code:
    MainFrameActions: Packaging (Android (DXT)): Project.Build: ********** BUILD COMMAND STARTED **********
    MainFrameActions: Packaging (Android (DXT)): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (Android (DXT)): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (Android (DXT)): Program.Main: ERROR: Exception in mscorlib: Illegal characters in path.
    MainFrameActions: Packaging (Android (DXT)): Stacktrace:    at System.IO.Path.Combine(String path1, String path2)
    MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.UE4Build.XGEConsoleExe()
    MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
    MainFrameActions: Packaging (Android (DXT)):    at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
    MainFrameActions: Packaging (Android (DXT)):    at BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (Android (DXT)):    at BuildCommand.Execute()
    MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
    MainFrameActions: Packaging (Android (DXT)):    at AutomationTool.Program.Main()
    MainFrameActions: Packaging (Android (DXT)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Android (DXT)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
    MainFrameActions: Packaging (Android (DXT)): Domain_ProcessExit
    MainFrameActions: Packaging (Android (DXT)): copying UAT log files...
    MainFrameActions: Packaging (Android (DXT)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (Android (DXT)): BUILD FAILED
    PackagingResults:Error: Error Unknown Error
    Trying to see if the new Android Works stuff works with debugging since previous versions just don't work for me, not a great start

    EDIT: Also, wow this page really slows my browser down for some reason...

    EDIT #2: Now going to try building for Visual Studio. Getting a huge list of deprecated warnings and also getting some VERY odd errors about variable declaration being done more than once (even though it definitely isn't!)
    Last edited by TheJamsh; 08-24-2015, 04:40 AM.

    Leave a comment:


  • replied
    Any suggestions on how we can specifically test the DX12 features in UE4 4.9?

    Leave a comment:


  • replied
    I was really hoping for a direct export to Google Cardboard in this build. For all the VR devs out there it seems like that would be an easy and big win for the Unreal Team to get into the next sprint. Just a friendly suggestion. Thanks!

    Leave a comment:


  • replied
    I noticed a UI bug in the Blueprint editor. I was editing the collision settings for a sphere component and I noticed the blue ? help icon doesn't scale well when moving the separator to the left. My words are failing me right now, so here's a screenshot to help :P

    Leave a comment:


  • replied
    Did they fix the bug yet where you can't align to planar?

    Leave a comment:


  • replied
    Originally posted by The_Distiller View Post
    @order66: Here is a comparison:

    Looking good Thx for the screens!

    Leave a comment:


  • replied
    All UMG animations can't work in UE4.9!
    It seems that the module named movieSceneCore was renamed to movieScene. Maybe it's necessary, But, that had a tremendous impact to our project. Because there were so many UI animations in our project. And now , all can't work now!

    Please see here:
    https://answers.unrealengine.com/que...k-in-ue49.html
    Last edited by awwuwei; 08-24-2015, 10:36 PM.

    Leave a comment:


  • replied
    Originally posted by The_Distiller View Post
    Hmm, so reflection capture actors work for you in 4.8 when you restart the editor after unchecking "allow static lighting" and checking "generate mesh distance fields" in the project settings? Without having reflection capture actors in the scene, hence adding them after the restart.
    You're correct, once I disabled static lighting and enabled distance fields they don't work pre-4.9.

    Leave a comment:


  • replied
    Hmm, so reflection capture actors work for you in 4.8 when you restart the editor after unchecking "allow static lighting" and checking "generate mesh distance fields" in the project settings? Without having reflection capture actors in the scene, hence adding them after the restart.

    Leave a comment:


  • replied
    Originally posted by The_Distiller View Post
    Yes, exactly!
    I actually just tested this in 4.8 and it seems to be working... I'd be mighty interested to know what's changed here.

    Leave a comment:


  • replied
    Originally posted by DamirH View Post
    EDIT: Oh wait, you mean reflection capture actors? What, they didn't work with dynamic lights before?
    Yes, exactly!

    Leave a comment:


  • replied
    Engine crashes when I attempt to copy a texture sample from one material editor to another.

    Code:
    Unknown exception - code 00000001 (first/second chance not available)
    
    "Assertion failed: TextureReferenceIndex != INDEX_NONE [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\HLSLMaterialTranslator.h
    
    UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
    UE4Editor_Engine!FHLSLMaterialTranslator::Texture() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:2717]
    UE4Editor_Engine!FHLSLMaterialTranslator::CallExpression() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:1386]
    UE4Editor_Engine!FExpressionInput::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:63]
    UE4Editor_Engine!UMaterialExpressionFunctionInput::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialexpressions.cpp:7563]
    UE4Editor_Engine!FHLSLMaterialTranslator::CallExpression() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:1386]
    UE4Editor_Engine!FExpressionInput::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:63]
    UE4Editor_Engine!UMaterialExpressionTextureSample::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialexpressions.cpp:1314]
    UE4Editor_MaterialEditor!FMatExpressionPreview::CompilePropertyAndSetMaterialProperty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:143]
    UE4Editor_Engine!FHLSLMaterialTranslator::Translate() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:277]
    UE4Editor_Engine!FMaterial::BeginCompileShaderMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1434]
    UE4Editor_Engine!FMaterial::CacheShaders() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1377]
    UE4Editor_Engine!FMaterial::CacheShaders() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1289]
    UE4Editor_MaterialEditor!FMaterialEditor::GetExpressionPreview() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3705]
    UE4Editor_MaterialEditor!FMaterialEditor::RefreshExpressionPreviews() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3650]
    UE4Editor_MaterialEditor!FMaterialEditor::UpdateMaterialAfterGraphChange() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3459]
    UE4Editor_MaterialEditor!FMaterialEditor::PasteNodesHere() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3409]
    UE4Editor_MaterialEditor!FMaterialEditor::PasteNodes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3306]
    UE4Editor_MaterialEditor!TBaseSPMethodDelegateInstance<0,FMaterialEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
    UE4Editor_MaterialEditor!TBaseSPMethodDelegateInstance<0,FMaterialEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
    UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:206]
    UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:150]
    UE4Editor_GraphEditor!SGraphEditorImpl::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\grapheditor\private\sgrapheditorimpl.cpp:66]
    UE4Editor_Slate!<lambda_4f604f87f3ce3f5c3b6a1447676ad634>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3913]
    UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_4f604f87f3ce3f5c3b6a1447676ad634> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
    UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_4f604f87f3ce3f5c3b6a1447676ad634>,FKeyEvent>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:196]
    UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3914]
    UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3836]
    UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1259]
    UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1708]
    UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
    UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
    user32
    user32
    UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
    UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2376]
    UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
    UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

    Leave a comment:


  • replied
    Can you tell me here that feature is found? In the light properties?

    EDIT: Oh wait, you mean reflection capture actors? What, they didn't work with dynamic lights before?
    Last edited by DamirH; 08-22-2015, 06:06 PM.

    Leave a comment:

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