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    Originally posted by Tim Lincoln View Post
    Hi Schala Zeal,

    Would you be able to make a post in the Bug Reports section of the AnswerHub regarding this? Please include as much detail as possible about the steps you followed until that error appeared.

    Thanks,
    Tim
    I keep getting "internal error" when I tried.

    Comment


      Originally posted by Magneto View Post
      I hope someone takes a look at these motion artifacts as well as they've gotten really bad this version.


      PP Low, AA Epic.

      PP Epic, AA Low.

      Both Epic and a still for comparison.

      Im not sure why these artifacts were ever considered ok?
      You beat me to it!

      I just saw this on a test level and its extremely noticeable and I haven't seen it that bad before as far as I can remember. Something in Temporal AA must have changed and I think someone from Epic responded to Koola a couple pages back regarding a change in the Temporal AA. My guess is its that if that got updated in 4.9

      I found an issue where a custom widget is not showing on the UI (ordering issue maybe?). I posted an AnswerHub link about this here... https://answers.unrealengine.com/que...r-visible.html

      I have noticed also the AI in the game I'm working on has been affected but I have yet to dive through and confirm if something maybe got disconnected in Blueprints or similar after upgrading (this has happened plenty in the past for an unknown cause). I also don't want to rule out that it could be my error quite yet however this did work before the upgrade.

      Another thing is that an old issue I posted about a year ago still seems to be present but I am not sure and don't want to pre-emptively assume. There was a dynamic sky from the Marketplace that was added to a level and then removed after it had serious issues yet the level where it was evaluated on still retained some form of reference to it after it was no longer there (from what I can see). I'm guessing this because it also used a custom Directional Light (which was still present) and when that was set to moveable, all 32GB of my memory was eaten up (?!?!) and the bug showed up to say hey and provide some early morning entertainment of trying to diagnose the issue

      When I finally deleted that light, the memory went away and the perf came back. Even if that Directional Light was being used by this custom Marketplace component, once that component was deleted, there should have been no issue with having a standalone light but something underneath the covers still had some ties to the deleted component and even though it was deleted from the Scene Outliner, there was still an actor present on some low level. I originally noticed the issue about over a year ago and would see my level show the Save Asterisk on the tab indicating to the user that an update happened and they needed to save the file after editing an asset that had no association to the level in question whatsoever (after being previously added then removed). I haven't noticed this happening presently but seeing what I saw this morning leads me to believe this is still a major issue with the engine and has me frightened that levels could potentially get corrupt and/or unfortunately waste time for myself or other developers trying to debug rogue issues with a case like mine today where having the leftover Directional Light, completely nerfed my memory because something of the old component was still left over. Quite honestly I hope that is not the case and hoping its not that bad but I spent a fair amount of time to finally figure out it was a Directional Light all along (BTW the folder for the custom Marketplace content is still in this project today and will be getting removed entirely from source control later today and its possible after deleting this, the reference would be broken and/or simply go away from the level it was previously used in). Also as a note, I did go ahead and test out a Directional Light on another level and it didn't do anything negative when switching from Stationary to Moveable. Only the one that was previously used on the other level that had that Marketplace Component, did it show some serious demons.

      BTW, please put that fix for the Parent variable defaults in the first hotfix, this is going to cause a couple headaches in the meantime. Thanks and much appreciated!

      Another thing I noticed is for some reason, PreLogin(...) in AGameMode is not being called (but have yet to test quite yet). I have a bunch of testing to do shortly so I hope to find out more... Going to stay positive
      Last edited by MC Stryker; 09-01-2015, 05:23 PM.

      Comment


        Originally posted by Schala Zeal View Post
        I keep getting "internal error" when I tried.
        You are seeing an error message when you try to go to the AnswerHub?

        Tim
        Engine Support Technician

        Comment


          When I try to submit a question, yes.

          Comment


            Originally posted by Schala Zeal View Post
            When I try to submit a question, yes.
            I just tried posting a new question on the AnswerHub and it seemed to work fine. Would you be able to try again, please?

            Tim
            Engine Support Technician

            Comment


              Originally posted by Chris UT4 View Post
              Is the Unreal Engine 4.9 now with Windows 10 compatible?
              It has always worked on Win10.
              I was just using 4.8 on win 10 a day ago!
              Favorite Quotes:
              "History is indeed little more than the register of the crimes, follies and misfortunes of mankind." -Edward Gibbon
              "Whoever does not miss the Soviet Union has no heart. Whoever wants it back has no brain." -Vladimir Putin
              "No good decision was ever made in a swivel chair." -General George S. Patton.

              Comment


                Took a couple tries on answerhub to get it posted over there. Kept getting an error message.
                https://answers.unrealengine.com/questions/295160/activeclassredirects-collision-load-error-after-49.html


                Having the same issue as someone else reported in this thread for activeclassredirects load errors.


                I ran fix up redirectors in both my content folder and the engine content folder and that did not solve the problem.

                Comment


                  Originally posted by crumbaker View Post
                  4 or 5 people now have this problem just in this thread. I think bug fixes need to be #1 priority before pushing this stuff out. I can't make a complete vr game when every release I have to deal with issues like this over and over again. Can't use old versions because we are forced to keep updating for continual vr support....
                  I have this issue too,please fix that,it's a bit annoying...

                  Comment


                    Here is another bug...

                    Deleted an asset, created a new one... attempted to undo then the editor crashed at the following line of code...

                    Transactor.h
                    FArchive& operator<<( class UObject*& Res ) override
                    {
                    int32 ObjectIndex = 0;
                    (FArchive&)*this << ObjectIndex;
                    Res = ReferencedObjects[ObjectIndex].GetObject();
                    return *this;
                    }
                    EDIT: For further details, ObjectIndex is 65537 but the size of the ReferencedObjects array is 2

                    ANSWER HUB LINK: https://answers.unrealengine.com/que...ses-crash.html
                    Last edited by MC Stryker; 09-01-2015, 09:28 PM.

                    Comment


                      Guys... When updating projects to new major release, remember to delete Binary folders and Intermediate folders, to have a fresh build of the project copy.
                      Many of the issues some report may be because you simply didn't delete these folders before upgrading.
                      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                      Comment


                        Just found another bug which is probably related to the parent issue but I just applied a Material to a base class and it reset all materials for any parents that are based off of that child BP... Okay.... this is bad Epic. Thankfully, I'll just keep my other game in 4.8.3 in the meantime but this is going to waste a lot of time if I have to go back and fix the parent class materials every time I need to change the base one.

                        EDIT: I just tested it a second time and same thing. This is extremely upsetting...

                        ANSWER HUB LINK: https://answers.unrealengine.com/que...-base-cla.html
                        Last edited by MC Stryker; 09-01-2015, 10:14 PM.

                        Comment


                          I am getting frequent crashes selecting multiple parameter nodes in the material editor (Assertion failed IsValid()). Beware, don't try to ctrl+click on parameters. For what it's worth I was clicking on scalar and vector parameters in no particular order.

                          Comment


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                            Comment


                              Originally posted by BrUnO XaVIeR View Post
                              Guys... When updating projects to new major release, remember to delete Binary folders and Intermediate folders, to have a fresh build of the project copy.
                              Many of the issues some report may be because you simply didn't delete these folders before upgrading.
                              Useful information. Is there a documentation page that lists what should be done before upgrading a project? (aside from backing up)

                              Comment


                                Originally posted by BrUnO XaVIeR View Post
                                Guys... When updating projects to new major release, remember to delete Binary folders and Intermediate folders, to have a fresh build of the project copy.
                                Many of the issues some report may be because you simply didn't delete these folders before upgrading.
                                I am quite sure UE4 is doing this automatically, where should I manually do it? The common way to update a project is to start the new version, open the old project and select "create copy". Then UE4 creates the copy and automatically starts the project - do you think I should then close the project, delete the binary and intermediate folder, and reopen it? It's always compiling all the shaders again after it's updated to a new version, so I think this means it has deleted the binary and intermediate folders.
                                Easy to use UMG Mini Map on the UE4 Marketplace.
                                Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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