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    Hi everyone,

    With so many different conversations occurring in this forum thread, Epic Games cannot adequately follow up on bug reports here. Please remember to follow our guidelines and report all bugs to the Bug Reports section of the UE4 Answerhub. Our support staff will be able to individually investigate there and work with you on confirming the reproduction steps.

    Thank you.
    Stephen Ellis | Enterprise Program Coordinator

    Comment


      There appears to be a very major issue introduced with the FText LOCTEXT Macro. No idea why or how this is even possible:

      https://answers.unrealengine.com/que...es-in-411.html

      Comment


        shader complexity view no longer seems to take into account particles - this is pretty bad, i used to use it a lot for keeping track of overdraw.

        Comment


          I tried the new hair shader yesterday and HOLY COW, thanks Epic. The results I'm getting are amazing and it's so easy to set up! Can't wait for the stable version so I can migrate my project

          Comment


            So, are you going for preview 69????

            Comment


              We shouldn't be impatient about UE4 releases. I'd rather have the release after Preview 15 in April, than a buggy 4.11 release next week.

              As far as I'm concerned, Preview 7 broke our game, so I'm completely fine with a lengthy QA phase.
              Helium Rain, a realistic space opera

              Comment


                Originally posted by Tim Hobson View Post
                Distance Fields are an SM5 feature and require Epic quality settings to work. Any lower setting will automatically disable them. Aside from brute force deleting the cache I'm not sure if there is a way using a console command to rebuild the distance fields, at least not off-hand. Distance fields are cheaper than CSM since they do not have to calculate every triangle within the attenuation radius regardless of how big it is on screen. You can see the the performance comparisons with CSM and DF's in the Distance Field Soft Shadows documentation here: https://docs.unrealengine.com/latest...ing/index.html
                So my game is fully dynamic meaning I don't have the option of baking any lighting due to a lot of overlapping lights or changes.. So converting all my spotlights from csm shadows to distance field would be cheaper? But what I don't get is if there a way to force distance shadows on all performance settings or to default a light to csm if distance fields are turned off..

                Comment


                  As a follow-up on engine stability :

                  We're having two huge, game breaking regressions in Preview 7, that we don't have in Preview 6. Both of them are physics-related.

                  - https://answers.unrealengine.com/que...ted-crash.html (reproduced by Epic)
                  - https://answers.unrealengine.com/que...ollisio-1.html (just found out about this one)

                  Did anything major change for physics between Preview 6 and Preview 7 ? Preview 6 was all fun and games, but this latest one is completely broken.
                  Helium Rain, a realistic space opera

                  Comment


                    Is anybody having issues with Hot-Reload in Preview 7? Every 1/4 times I perform a hot reload, I try to hit PIE and all I actually get is an infinite loop of the following as logspam. I actually have to stop the debugger or I'll be stuck there forever.

                    Code:
                    [2016.03.15-10.47.56:505][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
                    [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                    [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                    [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                    [2016.03.15-10.47.56:506][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
                    [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                    [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                    [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                    [2016.03.15-10.47.56:506][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
                    [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                    [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                    [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                    [2016.03.15-10.47.56:506][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
                    Doesn't seem to just effect this actor either, seems to pick different classes at random. The actor in question in this case exists in the level so it's already instantiated, and I do manually call RegisterComponent. Possibly not supposed to do something here?

                    Code:
                    void AGESGame_Orrery::PostInitializeComponents()
                    {
                    	Super::PostInitializeComponents();
                    
                    	TorusSplinePoints.SetNum(NumTorusPoints);
                    	TorusSplinePositions.SetNumZeroed(NumTorusPoints);
                    	PreviewSplinePositions.SetNumZeroed(NumPreviewPoints);
                    
                    	TorusSpline->SetSplineWorldPoints(TorusSplinePositions);
                    
                    	// Create all points for the Orbit Torus
                    	UWorld* CompWorld = GetWorld();
                    	if (OrbitTorusMesh != nullptr)
                    	{
                    		for (int32 i = 0; i < NumTorusPoints; i++)
                    		{
                    			USplineMeshComponent* NewMeshComp = NewObject<USplineMeshComponent>(this);
                    			if (NewMeshComp)
                    			{
                    				NewMeshComp->RegisterComponent();
                    				NewMeshComp->SetMobility(EComponentMobility::Movable);
                    				NewMeshComp->SetAbsolute(true, true, true);
                    				NewMeshComp->SetStaticMesh(OrbitTorusMesh);
                    				NewMeshComp->SetCollisionResponseToAllChannels(ECR_Ignore);
                    				NewMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
                    				
                    				TorusSplinePoints[i] = NewMeshComp;
                    			}
                    		}
                    	}
                    
                    	// Set the World Orrery Object (early as possible)
                    	if (GetWorld() && GetWorld()->IsGameWorld())
                    	{
                    		UGMM::GetGMM(this)->WorldOrrery = this;
                    	}
                    }
                    I would probably struggle to reproduce this in a blank C++ project so before I spend a few hours trying to make a repro, can someone test hot reload a bit?

                    In general though, I am experiencing considerably less stability in 4.11 than 4.10. 4.10 was a really solid release for me.

                    Comment


                      Originally posted by TheJamsh View Post
                      Is anybody having issues with Hot-Reload in Preview 7? Every 1/4 times I perform a hot reload, I try to hit PIE and all I actually get is an infinite loop of the following as logspam. I actually have to stop the debugger or I'll be stuck there forever.

                      Code:
                      [2016.03.15-10.47.56:505][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
                      [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                      [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                      [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                      [2016.03.15-10.47.56:506][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
                      [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                      [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                      [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                      [2016.03.15-10.47.56:506][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
                      [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                      [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                      [2016.03.15-10.47.56:506][285]LogActorComponent: RegisterComponentWithWorld: Owner belongs to a DEADCLASS
                      [2016.03.15-10.47.56:506][285]LogActor:Error: AActor::IncrementalRegisterComponents parent component '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0.EarthMesh' cannot be registered in actor '/Game/Maps/UEDPIE_0_UM_EarthMapScaled.UM_EarthMapScaled:PersistentLevel.BP_Orrery_C_0'
                      Doesn't seem to just effect this actor either, seems to pick different classes at random. The actor in question in this case exists in the level so it's already instantiated, and I do manually call RegisterComponent. Possibly not supposed to do something here?
                      [/code]

                      I would probably struggle to reproduce this in a blank C++ project so before I spend a few hours trying to make a repro, can someone test hot reload a bit?

                      In general though, I am experiencing considerably less stability in 4.11 than 4.10. 4.10 was a really solid release for me.
                      I have the same problem!
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                      Comment


                        Originally posted by Stephen Ellis View Post
                        UE-6451 has been fixed internally, but the fix is for the future 4.12 release.
                        Thank you for getting back to me! This is great to hear!

                        Comment


                          I tired opening up my project in Preview 7 and its loading like normal but the editor window never opens even know its logging its running? I wanted to try 4.11 out as I'm getting memory leaks on 4.10.

                          Comment


                            Hey, care to show a screengrab of your material set up? would help alot for the rest of us

                            Comment


                              Still having problems with the LOCTEXT_NAMESPACE macro in 4.11, no official word yet. https://answers.unrealengine.com/que...es-in-411.html

                              Somebody posted there and told me to define LOCTEXT_NAMESPACE multiple times, but I don't understand how that makes sense? Additionally I found a documentation page that tells me only to define it once, here: https://docs.unrealengine.com/latest...ion/index.html

                              The multiple-define thing fixed it on Windows and Android, but the Mac compiler complains about having defined something multiple times - so clearly that can't be the right way to sort this out. Again, this never used to be a problem in 4.10. This is what's causing the error:

                              Code:
                              #define LOCTEXT_NAMESPACE "OParams_ECC" 
                              #define LOCTEXT_NAMESPACE "OParams_INC" 
                              #define LOCTEXT_NAMESPACE "OParams_SMA"
                              #define LOCTEXT_NAMESPACE "OParams_LAN"
                              #define LOCTEXT_NAMESPACE "OParams_AOP"
                              #define LOCTEXT_NAMESPACE "OParams_MAAE"
                              
                              // insert wicked-awesome game code here
                              
                              #undef LOCTEXT_NAMESPACE
                              EDIT: Nevermind, turns out I'm just doing it wrong. Could probably do with more clarity in the documentation here.
                              Last edited by TheJamsh; 03-17-2016, 06:53 AM.

                              Comment


                                Originally posted by TheJamsh View Post
                                I'm still having this issue, it's been a couple of months now since I initially tried to upgrade to 4.11 - my project just refuses to open. Have updated to 4.11 P7 now, still the same problem.

                                I get to 90% loaded everytime, and then I get this.

                                [ATTACH=CONFIG]82732[/ATTACH]

                                Project literally works flawlessly in 4.10 and previous versions, it's only 4.11 where I start to get this problem. I haven't messed around with any modules or plugins, and the call stack isn't really helpful.

                                Answerhub:
                                https://answers.unrealengine.com/que...geeditmod.html

                                EDIT: Updating the answerhub post too, but I seem to have found a workaround... the issue appears to be caused by the 'Plugins' section of my .UProject file. I guess ages ago I disabled a whole bunch of plugins I don't use, but not using one of them is causing a module crash.

                                .UProject File Causing Crash
                                Code:
                                {
                                	"FileVersion": 3,
                                	"EngineAssociation": "4.11",
                                	"Category": "",
                                	"Description": "",
                                	"Modules": [
                                		{
                                			"Name": "BZGame",
                                			"Type": "Runtime",
                                			"LoadingPhase": "Default",
                                			"AdditionalDependencies": [
                                				"UMG",
                                				"Engine",
                                				"CoreUObject",
                                				"AIModule"
                                			]
                                		}
                                	],
                                	"Plugins": [
                                		{
                                			"Name": "GearVR",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "OculusInput",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "OculusLibrary",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "OculusRift",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "SteamVR",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "GitSourceControl",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "SubversionSourceControl",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "LightPropagationVolume",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "CodeLiteSourceCodeAccess",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "KDevelopSourceCodeAccess",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "NetcodeUnitTest",
                                			"Enabled": true
                                		},
                                		{
                                			"Name": "HTML5Networking",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "MacGraphicsSwitching",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "SlateRemote",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "AndroidMoviePlayer",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "AndroidMedia",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "AppleMoviePlayer",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "AvfMedia",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "LeapMotionController",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "ArchVisCharacter",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "ScriptGeneratorPlugin",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "UObjectPlugin",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "LevelSequenceEditor",
                                			"Enabled": true
                                		},
                                		{
                                			"Name": "AndroidDeviceProfileSelector",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "ExampleDeviceProfileSelector",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "IOSDeviceProfileSelector",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "LinuxDeviceProfileSelector",
                                			"Enabled": false
                                		},
                                		{
                                			"Name": "WindowsDeviceProfileSelector",
                                			"Enabled": true
                                		},
                                		{
                                			"Name": "Paper2D",
                                			"Enabled": false
                                		}
                                	],
                                	"TargetPlatforms": [
                                		"WindowsNoEditor",
                                		"Desktop"
                                	]
                                }
                                .UProject File Not Causing Crash
                                Code:
                                {
                                	"FileVersion": 3,
                                	"EngineAssociation": "4.11",
                                	"Category": "",
                                	"Description": "",
                                	"Modules": [
                                		{
                                			"Name": "BZGame",
                                			"Type": "Runtime",
                                			"LoadingPhase": "Default",
                                			"AdditionalDependencies": [
                                				"UMG",
                                				"Engine",
                                				"CoreUObject",
                                				"AIModule"
                                			]
                                		}
                                	],
                                	"TargetPlatforms": [
                                		"WindowsNoEditor",
                                		"Desktop"
                                	]
                                }
                                Disable the plugin "NetcodeUnitTest" I found the solution by my own time ago, after don't get help. That one is the problem.
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                                Comment

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