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    Originally posted by Burnz View Post
    UE-35852 is not fixed at all. Just upgraded to 4.13.1 from 4.12.5 and all our NPCs are borked, jittering all over the place as we are using the velocity to compute running animations.
    We have looked into this and followed up on your other thread here.

    Cheers
    Last edited by Stephen Ellis; 10-04-2016, 03:14 PM.
    Stephen Ellis | Enterprise Program Coordinator

    Comment


      Hi all, Is it just me or is cloth simulation a whole lot more demanding in 4.13. I'm getting 5fps where I used to get 31fps in 4.11, I've been trying to resolve this problem for over a month now and there's been no answers on the forum or answer hub. I've had to drop the solver iterations on my cloth objects a lot just to make my game playable again and it doesn't look very nice anymore, and it still doesn't perform as well as it did in 4.11.

      (EDIT)
      I've tried creating and importing new cloth objects and it makes no difference.

      Last edited by I Create Art!; 10-04-2016, 06:34 PM.

      Unreal Marketplace (Artstation Marketplace best price)

      Comment


        Originally posted by I Create Art! View Post
        Hi all, Is it just me or is cloth simulation a whole lot more demanding in 4.13. I'm getting 5fps where I used to get 31fps in 4.11, I've been trying to resolve this problem for over a month now and there's been no answers on the forum or answer hub. I've had to drop the solver iterations on my cloth objects a lot just to make my game playable again and it doesn't look very nice anymore, and it still doesn't perform as well as it did in 4.11.

        (EDIT)
        I've tried creating and importing new cloth objects and it makes no difference.
        I have moved your Answerhub post to the Bug Report section, and our staff will investigate whether they can reproduce a performance decrease.

        https://answers.unrealengine.com/que...in-ue-413.html

        Cheers
        Stephen Ellis | Enterprise Program Coordinator

        Comment


          Hi,

          I have converted my project from 4.11.2 to 4.13.1 and it crashed when I tried to open a level. Below is the callstack:-
          Assertion failed: OwningNode [File:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Classes\EdGraph/EdGraphPin.h] [Line: 320]



          UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
          UE4Editor_AnimGraph!UAnimStateTransitionNode::GetNextState() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\animgraph\private\animstatetransitionnode.cpp:213]
          UE4Editor_AnimGraph!UAnimStateTransitionNode::GetNodeTitle() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\animgraph\private\animstatetransitionnode.cpp:166]
          UE4Editor_Engine!UEdGraphPin::GetLinkInfoString() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:464]
          UE4Editor_Engine!UEdGraphPin::BreakLinkTo() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:292]
          UE4Editor_Engine!UEdGraphPin::BreakAllPinLinks() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:308]
          UE4Editor_Engine!UEdGraphPin:estroyImpl() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphpin.cpp:1199]
          UE4Editor_Engine!UEdGraphNode::BeginDestroy() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\edgraph\edgraphnode.cpp:424]
          UE4Editor_CoreUObject!UObject::ConditionalBeginDestroy() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:739]
          UE4Editor_CoreUObject!CollectGarbageInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1281]
          UE4Editor_CoreUObject!CollectGarbage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1320]
          UE4Editor_UnrealEd!FEditorFileUtils::SaveDirtyPackages() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2951]
          UE4Editor_AssetTools!FAssetTypeActions_World::OpenAssetEditor() [d:\build\++ue4+release-4.13+compile\sync\engine\source\developer\assettools\private\assettypeactions\assettypeactions_world.cpp:18]
          UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:338]
          UE4Editor_AssetTools!FAssetTypeActions_Base::AssetsActivated() [d:\build\++ue4+release-4.13+compile\sync\engine\source\developer\assettools\public\assettypeactions_base.h:41]
          UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1813]
          UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
          UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
          UE4Editor_ContentBrowser!TBaseDelegate<void,TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type>::ExecuteIfBound() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:608]
          UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\contentbrowser\private\sassetview.cpp:3555]
          UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl(TSharedPtr<FAssetViewItem,0>)>::Execute() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
          UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
          UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:608]
          UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\public\widgets\views\slistview.h:718]
          UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\public\widgets\views\stablerow.h:264]
          UE4Editor_Slate!<lambda_eeb33fd1b480e3cad58a1531d90d2e14>:perator()() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5293]
          UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
          UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5291]
          UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5276]
          UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5254]
          UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1588]
          UE4Editor_Core!FWindowsApplication:eferMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930]
          UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:747]
          UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:669]
          user32
          user32
          UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905]
          UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2788]
          UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
          UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
          UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
          UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
          kernel32
          ntdll
          I tried clearing the level blueprint to no avail. My guess is based on the error above, it has got to do with certain blueprints but I don't know which is it. If I knew the BP, then I can simply delete the BP and recreate (or copy+paste) in the new 4.13 project - no sweat.

          Comment


            I am a Chinese VR educational institution. I would like to install off-line UE4, please help me solve this problem, thank you.My E-mail is sundawei@s11vr.com

            Comment


              Originally posted by Syed View Post
              My guess is based on the error above, it has got to do with certain blueprints but I don't know which is it. If I knew the BP, then I can simply delete the BP and recreate (or copy+paste) in the new 4.13 project - no sweat.
              Check the project log after the crash occurs. It will likely provide more information, such as the particular asset that triggered the issue.


              Originally posted by dewellsun
              I am a Chinese VR educational institution. I would like to install off-line UE4, please help me solve this problem, thank you.My E-mail is sundawei@s11vr.com
              Please view the Academic Installation Guide, https://wiki.unrealengine.com/Unreal...c_Installation.

              Cheers
              Stephen Ellis | Enterprise Program Coordinator

              Comment


                Will there be more hotfixes coming for 4.13 or 4.14 preview is what's coming next ?

                Comment


                  Originally posted by motorsep View Post
                  Will there be more hotfixes coming for 4.13 or 4.14 preview is what's coming next ?
                  There haven't been any new bugfixes submitted to the 4.13 branch since 4.13.1 so most likely no new hotfixe unless some critical bug is found. Main is already at 4.15 so we can probably expect 4.14 preview any day

                  Comment


                    We don't have any plans for another 4.13 hotfix. We are preparing a QFE ("quick fix") to address a critical Android issue, but this will only be relevant to affected users.

                    The 4.14 Previews will begin very soon.

                    Cheers
                    Stephen Ellis | Enterprise Program Coordinator

                    Comment


                      with all due respect to Epic, I still have to say that:
                      without quality & stability in a release, an engine version can become almost useless to probably 90 plus percent of the people that are actually trying to use the engine.

                      we rely on you Epic for this, in deepest admiration of what all of you at Epic are trying to do, it still comes down to the fact that most of the independent developers are relying on you to release a stable useable version of the engine for us to use in our games, giving us the ability to deploy production quality releases of our game.
                      the majority of us just don't have the knowledge or the 'know how' to fix the engine issues ourselves, much less the time or manpower.

                      we need stable releases that are useable without the need for fixes or work-a-rounds.
                      all the new cutting edge features are great but become useless if we can't actually use them.
                      Last edited by ayretek; 10-15-2016, 06:10 AM.

                      Comment


                        4.13.1 have been working great. Only problems I have is that when saving level (especially root level with sublevel). I get randomly crash. And when duplicating actors that have instance components, I get usually crash. The blueprint is very simple but somehow havent managed to reproduce the isssue in clean project. But doing more testing soon and posting bug reports. Didnt have these crashes in 4.12 and earlier.

                        Comment


                          For Android developers on 4.13.1, we have released a QFE to update libpng. If needed, download information is available here. https://forums.unrealengine.com/show...-Fix-Solutions
                          Stephen Ellis | Enterprise Program Coordinator

                          Comment


                            Seems to be some issues with particle effects with collision:
                            https://answers.unrealengine.com/que...nt-in-413.html

                            I am experiencing the same issues as op. ^

                            update: I've posted an answer with a possible solution
                            Last edited by MADHOUSE; 10-28-2016, 03:52 AM. Reason: update
                            ______________________________________________
                            https://www.facebook.com/madhousesoftware
                            Where sanity is a virtue

                            Comment


                              UPDATE!

                              The 4.13.2 Hotfix is now live! This hotfix resolves 3 critical issues with the 4.13 release.

                              If you experience a bug with the 4.13.2 Hotfix, please remember to log a bug report on the UE4 AnswerHub. (How to Report a Bug)

                              Fixed in 4.13.2

                              Fixed! UE-37704 Crash opening packaged project on iOS
                              Fixed! UE-37249 MallocPoisonProxy can result in a memory stomp for aligned allocations in Debug and Development
                              Fixed! UE-36573 Need to update to libpng for Android; current one triggers security alert on Google Play
                              Stephen Ellis | Enterprise Program Coordinator

                              Comment


                                Hello! When you fix th WebBrouser widget? Bug with custom cursors. I wait for this from 4.12.1 -_-

                                Comment

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