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4.11 Released!

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    Any info about the new skin shading or has the old Content Examples map been upgraded?

    Comment


      The videos of startup movies can't display while launching the game on the Gear vr ! Only audio can be heared!

      Comment


        Well, 4.11.1 has been great so far, with just a few transitional pains. It's awesome.

        Except for one thing.... Hot Reload is waaaaaay slower than it used to be:

        Click image for larger version

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        Comment


          Hi!

          Looks like I found couple of bugs. I hope you can fix it in next releases
          https://answers.unrealengine.com/que...ction-aac.html
          https://answers.unrealengine.com/que...ive-value.html
          [GAME] The Unexpected Quest | [TOOL] Localization UE4

          Comment


            Originally posted by Xenome View Post
            Well, 4.11.1 has been great so far, with just a few transitional pains. It's awesome.

            Except for one thing.... Hot Reload is waaaaaay slower than it used to be:

            [ATTACH=CONFIG]87975[/ATTACH]

            I noticed that little bug too. It gave me a good laugh.

            Comment


              We have 6 levels which are running fine in 4.8.3, and decided to convert to 4.11.1. One of the levels crashed the editor and the call stack is as below:-
              Code:
              Assertion failed: UnbuiltBounds.Num() == (LastUnbuiltIndex - FirstUnbuiltIndex + 1) [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp] [Line: 682] 
              
              
              
              UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
              UE4Editor_Engine!FHierarchicalStaticMeshSceneProxy::FHierarchicalStaticMeshSceneProxy() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:683]
              UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::CreateSceneProxy() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:2443]
              
              UE4Editor_Renderer!FScene::AddPrimitive() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\rendererscene.cpp:496]
              The last few lines of log content:-
              Code:
              [2016.04.13-12.16.38:632][616]LogAIModule: Creating AISystem for world PULMAT_KE_HALT_3
              [2016.04.13-12.16.38:715][616]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
              [2016.04.13-12.16.49:253][616]LogCrashTracker: 
              
              
              [2016.04.13-12.16.50:040][616]LogCrashTracker: 
              
              
              [2016.04.13-12.16.50:040][616]LogWindows:Error: === Critical error: ===
              Assertion failed: UnbuiltBounds.Num() == (LastUnbuiltIndex - FirstUnbuiltIndex + 1) [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp] [Line: 682] 
              
              
              
              
              
              [2016.04.13-12.16.50:157][616]LogExit: Executing StaticShutdownAfterError
              [2016.04.13-12.16.50:260][616]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
              [2016.04.13-12.16.50:260][616]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
              [2016.04.13-12.16.50:260][616]LogWindows: FPlatformMisc::RequestExit(1)
              [2016.04.13-12.16.50:260][616]Log file closed, 04/13/16 20:16:50
              It seems that it crashed whenever it tried to create Ai System. I tried going back to the original map in 4.8.3 and uncheck 'Enable Navigation' (presumably turning off AI System) and convert - but it still crashed.

              Edit2:
              It seems that 4.11 release notes has this line:-
              New: Added a check that the hierarchical instanced mesh "unbuilt bounds list" is the correct size, and fixed a bug where on undo the bounds list would be one entry larger than expected.

              There was a crash in 4.10 where the bounds list was unexpectedly empty, we haven't yet seen it in 4.11 but hopefully the check will catch it if it is still happening.
              But this seem to address for the case of levels built in 4.10 and I am coming from 4.8.
              Last edited by Syed; 04-13-2016, 10:27 AM. Reason: To include log content and others

              Comment


                UMG is still bugged as hell:

                -crashes randomly, especially when copy pasting stuff at certain levels of zoom

                -if you import an image for a slider it just refuses to look like what you imported

                Another bug I've noticed:

                -if you change an image and reimport it, with the same name, you can't change the details:

                https://www.dropbox.com/s/ouan1vsxt7...36.19.png?dl=0

                I honestly hope Epic's gonna add support for html5, css and javascript asap. UMG is a constant pain and much too limited.

                Comment


                  4.11 runs worse then 4.10? def not seeing any of this performance boost this update was supposed to bring

                  Comment


                    Originally posted by Crushed View Post
                    4.11 runs worse then 4.10? def not seeing any of this performance boost this update was supposed to bring
                    For us 4.11 gave solid 25% gpu and 10% cpu perf boost. For some optimization you need to edit some settings. Try to toggle "Selectively output to the GBuffer rendertargets" from Rendering Settings.
                    Also watch this video to understand what changes are made. https://www.youtube.com/watch?v=BXcw2IrIinc

                    Comment


                      I compiled 4.11.1 and light building doesnt work at all? Engine exports scene then gives lightmass unable to kick off.

                      Swarm agent log says:

                      18:09:54: [Interface:TryOpenConnection] Local connection established
                      18:09:54: [Job] Accepted Job 7638D3D6-4F4DEF5B-BD5AC58D-701E010D
                      18:10:00: [Interface:CacheAllFiles] Failed to cache the executable: F:\UnrealEngine-4.11.1-release\Engine\Binaries\Win64\UnrealLightmass.exe
                      18:10:00: [Job] AddTask: Rejected, cannot add a task to a running job
                      18:10:00: [CloseConnection] Closing connection 66D02476 using handle 66D02476
                      18:10:00: [CloseConnection] Connection confirmed for disconnection 66D02476
                      18:10:00: [CloseConnection] Closing orphaned Job (7638D3D6-4F4DEF5B-BD5AC58D-701E010D)
                      18:10:00: [CloseConnection] Connection disconnected 66D02476
                      18:10:00: [GetMessage] Safely returning to 66D02476 with no message
                      18:10:01: [MaintainConnections] Local connection has closed (66D02476)
                      18:10:01: [MaintainConnections] Removed connection 66D02476
                      18:10:01: [MaintainConnections] All connections have closed

                      Ive checked that folder and UnrealLightmass.exe isnt even there!? WTF

                      Help Please

                      Edit:Opened solution, rebuilt only lightmass and the files have at least now showed up, Now to see if it actualy works. 4.11 would give me an editor crash relating to Embree. Hmmmm
                      Last edited by KingBadger3D; 04-14-2016, 01:36 PM.

                      Comment


                        Originally posted by KingBadger3D View Post
                        I compiled 4.11.1 and light building doesnt work at all? Engine exports scene then gives lightmass unable to kick off.

                        Swarm agent log says:

                        18:09:54: [Interface:TryOpenConnection] Local connection established
                        18:09:54: [Job] Accepted Job 7638D3D6-4F4DEF5B-BD5AC58D-701E010D
                        18:10:00: [Interface:CacheAllFiles] Failed to cache the executable: F:\UnrealEngine-4.11.1-release\Engine\Binaries\Win64\UnrealLightmass.exe
                        18:10:00: [Job] AddTask: Rejected, cannot add a task to a running job
                        18:10:00: [CloseConnection] Closing connection 66D02476 using handle 66D02476
                        18:10:00: [CloseConnection] Connection confirmed for disconnection 66D02476
                        18:10:00: [CloseConnection] Closing orphaned Job (7638D3D6-4F4DEF5B-BD5AC58D-701E010D)
                        18:10:00: [CloseConnection] Connection disconnected 66D02476
                        18:10:00: [GetMessage] Safely returning to 66D02476 with no message
                        18:10:01: [MaintainConnections] Local connection has closed (66D02476)
                        18:10:01: [MaintainConnections] Removed connection 66D02476
                        18:10:01: [MaintainConnections] All connections have closed

                        Ive checked that folder and UnrealLightmass.exe isnt even there!? WTF

                        Help Please

                        Edit:Opened solution, rebuilt only lightmass and the files have at least now showed up, Now to see if it actualy works. 4.11 would give me an editor crash relating to Embree. Hmmmm
                        try this - https://answers.unrealengine.com/que...on-failed.html - it might be a residual cache
                        ZOMBIE TOWN AHHH (ANDROID/STEAM) | RIDE SHARE EMPIRE (ANDROID/GAME JAM) | NEVER NOT KNIGHT (ANDROID/GAME JAM) | TWITTER | MY UE4 TUTORIALS | ANSWERHUB

                        Comment


                          Minor issue, but on the mac (el capitan), I can't start typing for nodes immediately after right-clicking on the canvas. I need to click the text field first.
                          This is both in the blueprint and material editors.
                          Oh, and I can't rename the assets and folders in the content broser's left column. (Renaming works fine on the right-side folder view.)


                          Dev note by Stephen Ellis: The loss of node focus issue is known an logged as UE-29024. The rename issue *might* be known as UE-29042, but there are some differences. We'll investigate.
                          Last edited by Stephen Ellis; 04-15-2016, 10:10 AM.

                          Comment


                            Originally posted by KingBadger3D View Post
                            I compiled 4.11.1 and light building doesnt work at all? Engine exports scene then gives lightmass unable to kick off.

                            Swarm agent log says:

                            18:09:54: [Interface:TryOpenConnection] Local connection established
                            18:09:54: [Job] Accepted Job 7638D3D6-4F4DEF5B-BD5AC58D-701E010D
                            18:10:00: [Interface:CacheAllFiles] Failed to cache the executable: F:\UnrealEngine-4.11.1-release\Engine\Binaries\Win64\UnrealLightmass.exe
                            18:10:00: [Job] AddTask: Rejected, cannot add a task to a running job
                            18:10:00: [CloseConnection] Closing connection 66D02476 using handle 66D02476
                            18:10:00: [CloseConnection] Connection confirmed for disconnection 66D02476
                            18:10:00: [CloseConnection] Closing orphaned Job (7638D3D6-4F4DEF5B-BD5AC58D-701E010D)
                            18:10:00: [CloseConnection] Connection disconnected 66D02476
                            18:10:00: [GetMessage] Safely returning to 66D02476 with no message
                            18:10:01: [MaintainConnections] Local connection has closed (66D02476)
                            18:10:01: [MaintainConnections] Removed connection 66D02476
                            18:10:01: [MaintainConnections] All connections have closed

                            Ive checked that folder and UnrealLightmass.exe isnt even there!? WTF

                            Help Please

                            Edit:Opened solution, rebuilt only lightmass and the files have at least now showed up, Now to see if it actualy works. 4.11 would give me an editor crash relating to Embree. Hmmmm
                            Try rebuilding UnrealLightmass under Programs in the VS solution. It works for me.

                            EDIT: Whops, didn't see your post edit. Is it working now?
                            Programmer / Tech Artist

                            Comment


                              I have a problem. When creating a new directory that does not allow rename. And when I try to edit it automatically locks not allow editing. I'm using osx Capitan 11.10.4

                              Comment


                                anyone else having issues with the ambient cubemaps in post process volumes on the vive?
                                when launching the game out of "vive mode" the cubemap works as expected the the world is lit well.
                                When launching the exact same build with the vive on and steam vr (so it runs in vive mode) the ambient cubemap is not working.
                                Portfolio

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