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    #46
    I cant compile my project for android ! (((((((((((((((((((((((((((

    MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:
    MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: Execution of commandlet took: 160.45 seconds
    MainFrameActions: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 171,3698018s to run UE4Editor-Cmd.exe, ExitCode=1
    MainFrameActions: Packaging (Android (ETC2)): Project.Cook: Cook failed. Deleting cooked data.
    MainFrameActions: Packaging (Android (ETC2)): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: Exception in AutomationScripts.Automation: Cook failed.
    MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w Project.Cook(ProjectParams Params)
    MainFrameActions: Packaging (Android (ETC2)): w BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (Android (ETC2)): w BuildCommand.Execute()
    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for X:\Users\Jacek\Documents\Unreal Projects\THE_BALL_3.9\TINY_BALL2.uproject; see log C:\Users\Jacek\AppData\Roaming\Unreal Engine\AutomationTool\Logs\X+Program+Files+Unreal+Engine+4.9\Cook-2015.08.31-17.53.23.txt
    MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
    MainFrameActions: Packaging (Android (ETC2)): w Project.Cook(ProjectParams Params)
    MainFrameActions: Packaging (Android (ETC2)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
    MainFrameActions: Packaging (Android (ETC2)): Domain_ProcessExit
    MainFrameActions: Packaging (Android (ETC2)): copying UAT log files...
    MainFrameActions: Packaging (Android (ETC2)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (Android (ETC2)): BUILD FAILED
    PackagingResults:Error: Error Unknown Cook Failure

    Comment


      #47
      Originally posted by jacenty View Post
      I cant compile my project for android ! (((((((((((((((((((((((((((

      MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:
      MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: Execution of commandlet took: 160.45 seconds
      MainFrameActions: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 171,3698018s to run UE4Editor-Cmd.exe, ExitCode=1
      MainFrameActions: Packaging (Android (ETC2)): Project.Cook: Cook failed. Deleting cooked data.
      MainFrameActions: Packaging (Android (ETC2)): BuildCommand.Execute: ERROR: BUILD FAILED
      MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception:
      MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: Exception in AutomationScripts.Automation: Cook failed.
      MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w Project.Cook(ProjectParams Params)
      MainFrameActions: Packaging (Android (ETC2)): w BuildCookRun.DoBuildCookRun(ProjectParams Params)
      MainFrameActions: Packaging (Android (ETC2)): w BuildCommand.Execute()
      MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
      MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Process(String[] CommandLine)
      MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.MainProc(Object Param)
      MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
      MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for X:\Users\Jacek\Documents\Unreal Projects\THE_BALL_3.9\TINY_BALL2.uproject; see log C:\Users\Jacek\AppData\Roaming\Unreal Engine\AutomationTool\Logs\X+Program+Files+Unreal+Engine+4.9\Cook-2015.08.31-17.53.23.txt
      MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
      MainFrameActions: Packaging (Android (ETC2)): w Project.Cook(ProjectParams Params)
      MainFrameActions: Packaging (Android (ETC2)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
      MainFrameActions: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
      MainFrameActions: Packaging (Android (ETC2)): Domain_ProcessExit
      MainFrameActions: Packaging (Android (ETC2)): copying UAT log files...
      MainFrameActions: Packaging (Android (ETC2)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
      MainFrameActions: Packaging (Android (ETC2)): BUILD FAILED
      PackagingResults:Error: Error Unknown Cook Failure
      Hi jacenty,

      Please post this to answerhub in the packaging and deployment section so we can assist you more in depth. If you feel this may be a bug, please post it to the bug reports section (link in signature).
      Adam Davis | Marketplace Support | Epic Games
      How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

      Comment


        #48
        Thanks much.

        Comment


          #49
          UE-16307 Sphere Mask using Absolute World Position not rendering in ES2 (Android or iOS)

          I think this is still not fixed in the 4.9 release...I have packaged for my ios,the material using these still does not show...
          And once I enable DOF for my iphone 6 plus, the game still crashes immediately..............

          Comment


            #50
            Originally posted by hls333555 View Post
            UE-16307 Sphere Mask using Absolute World Position not rendering in ES2 (Android or iOS)

            I think this is still not fixed in the 4.9 release...I have packaged for my ios,the material using these still does not show...
            And once I enable DOF for my iphone 6 plus, the game still crashes immediately..............
            Hi hls333555,

            This is still under assessment by the development staff, it is marked as major but I don't have a timeframe of when a fix will be implemented.
            Adam Davis | Marketplace Support | Epic Games
            How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

            Comment


              #51
              How do I go about changing the max number of processors to use for Building now? UBT is throwing me this error:

              Code:
              1>EXEC : error : XmlConfigLoader: Reading config XML failed:
              1>  C:\Users\James\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml(3): The element 'Configuration' in namespace 'https://www.unrealengine.com/BuildConfiguration' has invalid child element 'MaxProcessorCount' in namespace 'https://www.unrealengine.com/BuildConfiguration'. List of possible elements expected: 'HTML5Platform, UEBuildConfiguration, BuildConfiguration, WindowsPlatform, WinRTPlatform, RemoteToolChain, IOSPlatform, IOSToolChain' in namespace 'https://www.unrealengine.com/BuildConfiguration'.
              1>  Performing full C++ include scan (building a new target)

              Comment


                #52
                Mo-mo-mo-monster-post-post-post. Awesome work guys, thanks!

                Btw, I found a Typo - can I keep it?
                In Blueprints, you can now spawn baser object types (not just actors/components).
                (at least it sounds strange to me)

                Comment


                  #53
                  That was amazing. :O

                  Comment


                    #54
                    Originally posted by jacenty View Post
                    I cant compile my project for android ! (((((((((((((((((((((((((((

                    MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd:
                    MainFrameActions: Packaging (Android (ETC2)): UE4Editor-Cmd: Execution of commandlet took: 160.45 seconds
                    MainFrameActions: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 171,3698018s to run UE4Editor-Cmd.exe, ExitCode=1
                    MainFrameActions: Packaging (Android (ETC2)): Project.Cook: Cook failed. Deleting cooked data.
                    MainFrameActions: Packaging (Android (ETC2)): BuildCommand.Execute: ERROR: BUILD FAILED
                    MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception:
                    MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: Exception in AutomationScripts.Automation: Cook failed.
                    MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w Project.Cook(ProjectParams Params)
                    MainFrameActions: Packaging (Android (ETC2)): w BuildCookRun.DoBuildCookRun(ProjectParams Params)
                    MainFrameActions: Packaging (Android (ETC2)): w BuildCommand.Execute()
                    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
                    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Automation.Process(String[] CommandLine)
                    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.MainProc(Object Param)
                    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
                    MainFrameActions: Packaging (Android (ETC2)): w AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for X:\Users\Jacek\Documents\Unreal Projects\THE_BALL_3.9\TINY_BALL2.uproject; see log C:\Users\Jacek\AppData\Roaming\Unreal Engine\AutomationTool\Logs\X+Program+Files+Unreal+Engine+4.9\Cook-2015.08.31-17.53.23.txt
                    MainFrameActions: Packaging (Android (ETC2)): Stacktrace: w AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
                    MainFrameActions: Packaging (Android (ETC2)): w Project.Cook(ProjectParams Params)
                    MainFrameActions: Packaging (Android (ETC2)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
                    MainFrameActions: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
                    MainFrameActions: Packaging (Android (ETC2)): Domain_ProcessExit
                    MainFrameActions: Packaging (Android (ETC2)): copying UAT log files...
                    MainFrameActions: Packaging (Android (ETC2)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
                    MainFrameActions: Packaging (Android (ETC2)): BUILD FAILED
                    PackagingResults:Error: Error Unknown Cook Failure

                    I had ta similar when I upgraded to 4.9, Chris Babcock started helping me with it but i never found out why it was a problem, or where the Path Variables are. See here, apparently it's a temporary fix of some kind:
                    https://forums.unrealengine.com/show...l=1#post363148

                    If that doesn't help you, it looks like a cooking issue. Check your content for Compiler errors.

                    Comment


                      #55
                      So, my scroll wheel is broken now...

                      Comment


                        #56
                        To everyone involved: thanks for all the improvements. There are plenty of shy, quiet folks like me out there that are incredibly grateful for the continued hard work. Popping in to say thank you, and to ask a quick question.

                        Re: the actor tick interval update:

                        I might be missing it, but is there a way to set the interval through Blueprints? Maybe it has a unobvious name, but I couldn't find anything under "interval" (with context sensitive turned off).

                        Thanks in advance, and congrats on the release.

                        Comment


                          #57
                          Originally posted by Xenome View Post
                          So, my scroll wheel is broken now...
                          +1. Fantastic new features that I am waiting to try out, though I still would like a few more improvements on the math expression node Quick question, do you guys notify us on our Answer-hub bug reports when a bug we reported is fixed?
                          Marketplace Assets

                          Advanced Mobile Input: Marketplace Page | Support Thread ――― Easy Input Remapping: Marketplace Page | Support Thread
                          Multiplayer Blueprint Chat System: Marketplace Page | Support Thread ――― Closing Credits System: Marketplace Page | Support Thread
                          Minesweeper Template: Marketplace Page | Support Thread ――― Maze Creator: Marketplace Page | Support Thread

                          Comment


                            #58
                            Originally posted by Tom Shannon View Post
                            Koola> Checked in 4.9 and my AA doesn't display the same problem as yours, btw.
                            I like that the new TemporalAA is sharper that the old version, but I LIKED that softer version as well. Is there a switch that can toggle the two methods?
                            I have tried with a new scene with starter content, It's very subtle but it's here.
                            On some of my scene it's really noticeable (and ugly)

                            This is too bad, there is some really cool features in this version.

                            In a new scene :
                            ____________________________________________________________
                            https://twitter.com/Koola_UE4

                            Comment


                              #59
                              Please offer the AA filter as option/al. Or even better, offer the sample amounts to the filter to blur/sharpen the image. Would be silly to run another PostProcess like gaussian blur to get the softness back :P

                              Comment


                                #60
                                Great and impressive work as always! Im mostly pshyced about the network improvements! However I find this slightly confusing:

                                "
                                New: Added a file NetConstants.h which holds MAX_PACKET_SIZE which can be changed to update the MTU. Changed the MTU from 512 to 1000.

                                Changed MTU back to 512 from 1000 as discussions of MTU changes are still happening.

                                "
                                So was MTU changed, and then changed back? Also why should it not be increased?
                                Cheers!
                                ______________________________________________
                                https://www.facebook.com/madhousesoftware
                                Where sanity is a virtue

                                Comment

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