Sammelthread Unreal Engine 4

Sammelthread
Und da ist auch schon die UE 4.14.3 und im Laufe dieser oder der nächsten Woche soll auch die UE 4.15 Preview 1 folgen ;)
UPDATE!

The 4.14.3 Hotfix is now live! This hotfix resolves a few important issues with the 4.14 release, including the FBX import crash that was unfortunately introduced in the previous hotfix.

Fixed in 4.14.3

Fixed! UE-40229 Editor Crashes when importing some FBXs with multiple Material IDs in 4.14.2
Fixed! UE-40294 Put fix for UE-39713 into 4.14.3 (Memory leak in GPURealloc)
Fixed! UE-40243 Calling FAudioDevice::StopAllSounds from UEngine::CommitMapChange asserts
Fixed! UE-40156 PhysX issue causing lag, high ping, and failures


REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
 
Leider eine Woche verspätet, da untergegangen (Kann auch mal passieren :D), hier das Changelog zur UE4.15 Preview1:
PREVIEW!

A Preview of the upcoming 4.15 release is available now on the Launcher and Github. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

We encourage users to check out the preview to try new features and inform us of any issues which we may not have caught. Links to known and fixed issues for this release are provided below. If you discover any additional issues with this preview release, please report them using the guidelines in the link: How to Report a Bug.

Known & Fixed Issues

Major Known Issues in Preview 1

4.15 Preview Summary

This list provides a brief summary of updates in this Preview which may benefit from additional testing. Full release notes will be made available with the final 4.15 release. We may not be able to provide additional information about updates at this time.

  • Rendering Updates:
    • Finalized Texture Streaming Optimizations that were started in 4.13 and 4.14.
      • Textures used by non visible & hidden components are streamed with one less mips, as a prefetch.
      • Reducing time taken for the visible textures to stream in.
      • Reducing the CPU time taken by the streamer.
      • Mesh UV densities are now computed per material instead of per mesh. New data also takes into account lods. This resolved most issue were texture would appear low resolution. Also, there is now a wider texture streaming support from component, including particle systems and instanced meshes. That resolved other low resolution issues and sometime high memory consumption.
      • The texture streamer can now automatically fit to different memory budgets, without manual tweaks. The streamer will select which textures need to be reduced using different heuristics to minimize visual impact.
      • New visualization tools for debugging.
    • New Nodes have been added to the Material graph
      • Commonly request mathematics nodes: Sine, Cosine, Tangent, Arcsine, Arccosine, Arctangent, Arctangent2, ArcsineFast, ArccosineFast, ArctangentFast, Arctangent2Fast, Round, Truncate, Saturate
        • The nodes marked with the “Fast” tag will execute approximations instead of the real instructions. These can give a worthwhile performance improvement to materials but have input restrictions and precision tradeoffs.
      • PreviousFrameSwitch has been added to allow specific overrides for world-position offsets in complex materials used during motion vector generation.
      • Pre-Skinned Local Normal works in a similar way to the Pre-Skinned Local Position node added in the 4.14 release but returns the local surface normal for skeletal and static meshes. This opens the door to more local-space, mesh aligned effects or advanced use-cases such as writing dynamic surface data to a mask read-back in another material.
    • Metal support has been extended to use many of the new API & shader language features added by Apple in macOS 10.12 Sierra & iOS 10.
      • Enabling the new Metal v1.2 standard allows all Metal platforms to use Unordered Access Views in pixel shaders
      • Full support for Unreal Engine's tessellation features has been implemented
      • Experimental support for HDR rendering on Macs with an appropriate display built in
  • Sequencer Updates:
    • Animation Blending by weight is supported.
      • You can add weight by expanding each track, and key the value in the desired timeline
      • There is no limit to how many animations it can blend at the same time but as for full body animations, the weights will be normalized, so that it doesn’t under/over scale the mesh. For additive animations, the weights will be kept.
    • Audio volume and pitch curves have been added.
  • Blueprint Updates:
    • Cooking Blueprints to C++ is no longer an "experimental" feature.
      • This is enabled in the editor through your project’s Packaging Settings: Blueprints => Blueprint Nativization Method.
      • It can also be invoked by passing -NativizeAssets as a parameter to the UAT BuildCookRun script.
      • Generated source is saved as a plugin in your project’s intermediate folder, under: …\Intermediate\<TargetPlatform>\NativizedAssets
      • More information is available in the documentation.
    • Map & Set containers are now available in blueprints. They are a collection of items which guarantee they contain only unique items, with no repeating entries.
      • The Variable Type control is now a drop down, allowing you to select ‘Single Variable’, ‘Array’, ‘Set’, or ‘Map’. When ‘Map’ is selected a second drop down for the ‘value’ type appears.
      • For maps the following operations are available to blueprint users: Add, Remove, Find, Contains, Keys, Values, Length, and Clear.
      • Set supports: Add, AddItems, Remove, RemoveItems, ToArray, Clear, Length, Contains, Intersection, Union, and Difference.
      • Set and map variables declared in C++ can now be exposed to Blueprints.
      • NOTE: Replication of map and set properties is not yet supported in C++ or Blueprints.
  • Framework Updates:
    • A Raw Input plugin has been checked in to provide support in Windows for steering wheels, flight sticks, and other non-XInput supported devices.
      • All of the Vehicle templates and Vehicle Game* have been configured to work with the Logitech G920. (*Vehicle Game not yet updated for 4.15 Previews)
      • Adding new devices is as easy as setting up a configuration for them in the project settings or editing DefaultInput.ini. (Vendor and Product ID can be discovered from the driver properties)
      • We need your help! - After you successfully configure your devices (figuring out what axes represent brake, gas, steering wheel and necessary modifiers to represent brake/gas as 0 to 1 and the wheel as -1 to 1), please share your .ini settings back with us so we can ensure these devices work without additional setup in the future.
    • A Force Feedback Component can now be added to Actors and exist in the world. It can have attenuation properties to determine the intensity of the playback of the force feedback pattern based on the distance between the player and the effect. The attenuation properties can either be specified directly on the component or you can create a Force Feedback Attenuation asset in the content browser and reuse it for multiple components. Force Feedback Components can also be spawned into the World from blueprints in a similar way that audio, decals, and emitters can.
    • PhysX Vehicle Support is now an optional plugin. This makes it easy for games that are not using vehicles to exclude this feature and save disk space and memory. This work also adds several useful physics extension points to Engine (e.g. OnPhysSceneInit/Term, OnPhysSceneStep) to make it easier for other developers to write their own similar systems.
    • The Blendspace Editor has been overhauled with an updated UI and internal rework.
    • Save Pose Snapshot has been added to capture a runtime skeletal mesh pose in blueprints. Once the pose has been saved, you can use it in the anim-blueprint like any other pose, or save it to a variable.
    • You can Link a Curve to a specific Bone in the skeleton. This supports LOD and Layer Blending, and can be accomplished in the Anim Curves window.
    • Physics objects now have Mass Properties debugging visualizers to see center of mass and inertia tensor. (Show -> Advanced -> Mass Properties)
    • Gameplay Tags have been improved and are now fully supported. They are implemented by the GameplayTag structure in the GameplayTags module and are registered in a central dictionary, which can be accessed from the new GameplayTags project settings view. If you enable the “Import Tags from Config” option, tags can be added from the editor through the Gameplay Tag List on this page, or from the UI used to select tags. Once you have added Tag properties to your data, you can query them from either Blueprint or C++ and use them to change functionality. The BlueprintGameplayTagLibrary has several useful functions. To actually set up tags, add GameplayTag or GameplayTagContainer variables to your data or functions, then you can set the tags from selection UI.
  • Mobile Rendering Updates:
    • ES 3.1 / Metal / Vulkan editor feature level preview no longer experimental. This mode will emulate the feature set available to iOS Metal, Android GLES3.1 and Android Vulkan devices.
    • Mobile devices can now use Custom Stencil in post-processing materials. This requires MobileHDR option enabled and non-Mosaic device. To enable this feature in your project go to Project Settings -> Rendering -> Postprocessing and set ‘Custom Depth-Stencil Pass’ to ‘Enabled with Stencil’.
    • You can now disable shader permutations for lighting setups that your mobile game does not require. The settings available under Project Settings -> Rendering will reduced shader memory usage and App package size.
    • Android applications can now be packaged to support a third-party Graphics Debugger. You can choose from either the Mali Graphics Debugger or Adreno Profiler depending on your device’s GPU. Graphics Debugger options can be found in Project Settings -> Android. You first need to download and install these debuggers from the GPU vendor’s website, and they each require some small amount of additional setup to configure your device for debugging. Be sure to to follow the directions that appear after selecting the debugger type. Also note that if you package your app to support a particular GPU debugger, it may not function correctly when run on a device with a different GPU.
  • Editor Updates:
    • Reroute nodes have been added to the Material Editor.
    • Font Asset Improvements have been made to address issues with memory consumption and stability of Font assets using runtime-cached fonts. Font assets have been split in two: Font and Font Face.
      Font Face is now the asset that stores the font data, and these assets are simply referenced by the Font assets. This means that the same font data can be re-used for multiple font assets, or even multiple typefaces within a Font asset. Existing Font assets will automatically upgrade their internal font data into embedded Font Face assets during load. You can use the Font Editor to split these embedded assets out into real Font Face assets that may be edited and shared.
    • (Experimental) Content Hot-Reloading is available for testing. To enable it you need to go to your "Editor Preferences", and enable "Content Hot-Reloading" under the "Experimental" section. Once enabled all of the in-editor source control operations that affect assets will use content hot-reloading. You also gain a "Reload" option under "Asset Actions". This can be used to forcibly reload a package from disk.
  • Build Updates:
    • The codebase has been converted to a "include what you use" model, where every header includes other headers it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Existing game code can continue to include those files as before, but we measure the engine compiling 25-50% faster!
      • Every header now includes everything it needs to compile.
      • Every .cpp file includes its matching .h file first.
      • No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
      • No engine code explicitly includes a precompiled header any more.
  • Platform Updates:
    • New Location Services now provides access to GPS data for Android and iOS. A new OnLocationChanged delegate is available and Blueprint nodes are provided under Services->Mobile->Location.
    • Streaming audio for iOS has been implemented.
    • Remote notifications for IOS are now supported. This includes callbacks in the game for handling the notification as well as properly setting up all plist information needed by the application for the app store.
    • We have added support for ARM64 (AArch64) devices running Linux. Right now only boards with desktop GL are supported.
    • 'Launch On' to Remote Linux Machine from the Editor or UFE.
  • VR Updates:
    • The PlayStationⓇVR Aim Controller is now supported through the new AimController plugin. To activate, simply change the “Hand” value to “Gun” on your Motion Controller component.
    • (Experimental) Monoscopic Far Field Rendering for mobile VR is available for testing. With content that has many distant objects, this can benefit performance. To enable, select the checkbox under Project Settings -> Rendering -> VR. We don’t currently support both mobile multi-view and monoscopic far field simultaneously and mobile HDR needs to be disabled.
  • VR Editor Updates:
    • Updated Quick Menu and Radial Menu to quickly access editor functionality.
    • The new number pad menu appears when you click on an editable text field.

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
 
Aufgrund einer fehlenden UE4 Installation auf meinem momentanen PC, habe ich natürlich gleich die neuen Preview Releases verpennt :ugly:
Changelog für Preview 2:
UPDATE!

We have just released Preview 2 for 4.15! Thank you for your continued help in testing the 4.15 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

Cheers!

Fixed in Preview 2 - CL 3269047

Fixed! UE-40739 FSupportedAreaData Not Being Exported
Fixed! UE-40428 Cannot add set/map variables to user defined structs
Fixed! UE-40131 BP child not overriding parent's mesh in Nativized builds
Fixed! UE-40616 Unable to load XMPP module warning upon opening the editor
Fixed! UE-40751 Selecting the Clean or Rebuild options for a project in Visual Studio does not complete successfully
Fixed! UE-39968 Shaders are compiled for Engine on first launch after fresh download
Fixed! UE-37873 Crash: Corrupt asset/map data is no longer correctly detected and handled
Fixed! UE-39677 SpeedTree Billboards rendering with Incorrect Material
Fixed! UE-40943 'Wait for Movies to Complete' flag is Reversed in Packaged and Standalone Game
Fixed! UE-40293 Dropdown selection box jitters when mouse is moved over top of it on Mac
Fixed! UE-40276 Unable to go fullscreen in Standalone Game
Fixed! UE-40492 Crash after ejecting from PIE session and selecting a component in the details panel
Fixed! UE-40313 Window Switcher does not open and focus on Message Log
Fixed! UE-40640 Importing skeletal mesh with LODs and no animations generates additional skeleton and physics assets
Fixed! UE-40851 Post-Process "Dirt Mask Intensity" is nested within Bloom instead of Dirt Mask
Fixed! UE-40538 [CrashReport] UE4Editor_Core!FText::FText() [text.cpp:165]
Fixed! UE-40814 "Combine Meshes" Breaks Material Slot Assignment
Fixed! UE-40612 GitHub 3131 : UE-40567: Added nullcheck to FSplinePointDetails
Fixed! UE-40567 Editor crashes when BP spline component is selected
Fixed! UE-40855 Custom font reverts to default font in a packaged game
Fixed! UE-38930 HISMC always shows lowest LOD
Fixed! UE-40730 Compiling vehicle feature pack generates compile warnings
Fixed! UE-40647 Map load errors after adding C++ Vehicle or VehicleAdvanced pack to a project
Fixed! UE-40960 Child Actor does not get BeginPlay if SetClass used inside Parent's BeginPlay
Fixed! UE-40505 Child Actor component is duplicated in Standalone Game
Fixed! UE-40939 Inconsistent line ending prompts occur in Visual Studio after adding Vehicle C++ feature pack
Fixed! UE-40768 SubwaySequencer crashes when launched in Standalone Game
Fixed! UE-40654 Render Movie using separate process crashes capture process
Fixed! UE-40852 ModifyCurve node does not call init/update on SourcePose nodes
Fixed! UE-40850 Packaged VehicleGame loses in game music and other audio elements after selecting restart track via pause menu
Fixed! UE-40614 "Clothing" options do not appear after importing an apx made with the 3.4 plugin
Fixed! UE-40716 Cloth environment collisions with APEX clothing is not thread safe.
Fixed! UE-40911 Possible crash reimporting destructible assets
Fixed! UE-40785 Controller vibration occurs when simulating in viewport if an actor has a force feedback component regardless of attenuation distance.
Fixed! UE-40700 Raw Input debug info doesn't display axis properties until input is made
Fixed! UE-40418 Procedural meshes spawned at runtime cause a crash
Fixed! UE-39819 Line Trace Does Not Register Hit On Bottom Of Landscape
Fixed! UE-40764 changing physics type to simulated causes bodies to simulate in phat
Fixed! UE-39703 MediaFramework MultiTrack on Windows failing to play correct media
Fixed! UE-40644 Editor locks up on Windows 7 when attempting to play media
Fixed! UE-40709 PlatformMediaSources fail to load in the editor.
Fixed! UE-39701 App crashes on launch on tvOS/iOS
Fixed! UE-40840 Vulkan crashes on Adreno Galaxy S7
Fixed! UE-40659 Sequencer fails to package during Build command for ASTC
Fixed! UE-40934 StrategyGame Crash on iOS when launching on
Fixed! UE-40658 Textures black when Vulkan packaged for ETC1
Fixed! UE-40698 QAGame Crashes on launch on iphone 6 (iOS 8)
Fixed! UE-39110 FOnlineSessionLive leaves inconsistent state when FindSessions or CreateSession fail.
Fixed! UE-40649 XboxOne: Crash in ShooterGame when joining a Quick Match
Fixed! UE-38790 Opening Persona causes editor to crash on Linux
Fixed! UE-40798 UI_BUILD_SHIPPING_EDITOR not defined warning occurs when building for Android
Fixed! UE-40472 Joystick is missing from projects on certain iOS devices
Fixed! UE-36999 Warnings displayed when launching the editor in DX12
Fixed! UE-40803 Crash after entering DebugCreatePlayer console command on Sierra Mac in -game
Fixed! UE-40690 Integrate fix for potential crash
Fixed! UE-40942 Editor crashed when opening TM-MeshPaint in QAGame
Fixed! UE-40781 [CrashReport] Mac crash in FMinimalDummyForwardLightingResources
Fixed! UE-39734 Error maximum ps_5_0 sampler register index (16) exceeded on some materials in InfiltratorForward
Fixed! UE-40727 Certain materials are failing to compile in sample projects
Fixed! UE-40467 LogRenderer errors produced when using the restore button in viewport
Fixed! UE-40915 GPU Particles flicker when using 2 Nvidia GPUs in SLI
Fixed! UE-40891 Add GPU stat for compute morph targets
Fixed! UE-40847 Editor crashes on launch with Intel graphics on El Cap
Fixed! UE-40863 Editor crashes on Mac when launching with the command -MacExplicitRenderer=0
Fixed! UE-40842 ContentExamples crashes on Mac Metal when pressing the button for Example 2.3 in UMG.umap
Fixed! UE-40900 Right side of viewport renders black in stereoscopic
Fixed! UE-38615 Editor crashes when exporting emitters while in PIE
Fixed! UE-37908 [CrashReport] UE4Editor_SlateCore!FReply::FReply() [reply.h:244]
Fixed! UE-39658 Forward Shading: Scene Capture 2D crash when assigning a RGB Capture Source
Fixed! UE-40830 Multiple Post Processing displays are not working in Content Examples - Post Processing
Fixed! UE-40926 Shadow artifacts in Content Examples due to bad light maps
Fixed! UE-40890 ContentExamples: Character_Rendering Misspelling of "of" on the intro stand
Fixed! UE-40825 Misspellings in Material_Properties level of ContentExamples
Fixed! UE-40819 Misspelling in Material Nodes level of ContentExamples
Fixed! UE-40928 ContentExamples: UMG stand 1.2 mispelling of useful as "userful"
Fixed! UE-40882 ContentExamples: Volumes Example 1.5 "This Volumes" is improper grammar
Fixed! UE-40870 ContentExamples: Animation Stand 1.10 after unpossessing character the camera spawns too low causing a pop when moving again
Fixed! UE-40887 Content Examples: Blueprints_Overview Stand 1.7 Spark particle system does not fire from coin
Fixed! UE-40916 Able to see cut off landscape in SunTemple in VR
Fixed! UE-40642 New Visibility Track creates an offset Visible(0) track in Sequencer
Fixed! UE-40082 Level Visibilty track in Sequencer does not play in PIE
Fixed! UE-40487 Tracks remain collapsed when adding audio/animations
Fixed! UE-40570 GPU work performed between PostPresentHandoff and WaitGetPoses
Fixed! UE-39654 Crash when launching Google VR project
Fixed! UE-40683 GearVR projects rendering black
Fixed! UE-39304 Crash in Forward Renderer DX11 RHI Impl when using VR PIE
Fixed! UE-40790 COTF has issues with out-of-source projects


REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
 
Und das Changelog der aktuellen Preview 3 ;)
UPDATE!

We have just released Preview 3 for 4.15! Thank you for your continued help in testing the 4.15 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

Cheers!

Fixed in Preview 3 - CL 3278667

Fixed! UE-40753 [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
Fixed! UE-41130 User Defined Enums may lose their display names on upgrade to 4.15
Fixed! UE-41073 Crash when opening blueprint with collapsed nodes with structure output, split pin
Fixed! UE-41072 Implemented Interfaces are not added to nativization list
Fixed! UE-41070 Data only blueprints are not not nativized when flagged to do so
Fixed! UE-41071 Parent blueprint not added to nativization array if only child saved
Fixed! UE-41190 Ensure failure !bStaticCall nativizing blueprint calling blueprint function library function
Fixed! UE-37815 BulkData Async loading remains in memory
Fixed! UE-38767 [CrashReport] UE4Editor_Core!FArchive::SerializeCompressed() [archive.cpp:447]
Fixed! UE-41125 Static mesh LODs other than LOD0 cannot be set to screen sizes greater than 1
Fixed! UE-41220 Crash when adding multiple collision types to a mesh
Fixed! UE-40791 The Play button on the ForceFeedback effect icons is missing
Fixed! UE-41294 Reimporting skeletal mesh clears material references from material slots
Fixed! UE-41126 HISMC UpdateInstanceTransform blueprint function does not update bounds correctly
Fixed! UE-40525 CommitMapChange doesn't fully deal with sub-levels
Fixed! UE-40939 Inconsistent line ending prompts occur in Visual Studio after adding Vehicle C++ feature pack
Fixed! UE-41163 Material curves keeps resetting to 0.f
Fixed! UE-41216 Additive Pose Asset arms become over exteneded when blended with reference pose
Fixed! UE-41082 Fix crash on cache bone with sub instance
Fixed! UE-40945 Crash trying to import facial animations
Fixed! UE-41143 Crash when launching engine without a windows audio device enabled.
Fixed! UE-41112 Crash when Dragging Skeletal Mesh with Apex Clothing into Level
Fixed! UE-37270 Changing transform of simulated component during physics freezes motion
Fixed! UE-39884 Foliage LODs are do not appear to use the base LODs lightmap any longer
Fixed! UE-40480 Ensure encountered when using the Copy/Paste sub-tool in sculpt mode
Fixed! UE-41271 Localization broken in cooked builds due to missing meta-data during cook
Fixed! UE-41253 Mobile / Use Full Precision not working on Metal
Fixed! UE-41023 Scene capture produces black texture on encoding devices with mobileHDR == false
Fixed! UE-39451 Web browser widget causes app to crash when packaging for Distribution on Android
Fixed! UE-40927 Projects crash on Android when trying to load mips
Fixed! UE-39911 Failed checkSlow(IsInGameThread()); in UWorld::GetWorldSettings
Fixed! UE-40524 Issues with PrepareMapChange/CommitMapChange and Level Collections
Fixed! UE-40810 Crash opening Infiltrator packaged on Windows for Linux
Fixed! UE-41198 Spinbox value decimal point is moved one place to the right when edited on Android
Fixed! UE-36984 TestPAL fails to compile
Fixed! UE-41146 Crash in editor when audio is playing
Fixed! UE-40451 Blueprint - User configured tvOS Bundle ID is not set properly during packaging
Fixed! UE-40392 GitHub 3111 : Fix environment variable name to the correct legacy LINUX_ROOT.
Fixed! UE-40023 UFE Deploying and launching a packaged build on Linux fails due to invalid directory
Fixed! UE-40761 Various audio clips are not playing in Elemental Demo on PS4
Fixed! UE-41209 PS4SharePlay errors are produced when launching onto PS4 with UnrealFrontEnd
Fixed! UE-41183 Crash Occurs when changing the 'Max Metal Shader Standard To Target' option within iOS Project Settings
Fixed! UE-38691 Launch On from Windows to Linux fails with missing GLSL_430 shaders
Fixed! UE-37016 GitHub 2842 : [Linux] Fix bootstrap script so it is independent on working dir
Fixed! UE-40956 Rare crash occurs in CoreAudio in Vehicle Game on Mac when quitting.
Fixed! UE-41042 GitHub 3160 : Fixed `ADB` being incorrectly set to `ANDROID_HOME`.
Fixed! UE-41079 NpToolkit2 fails to initialize in 6CPU mode on PS4
Fixed! UE-41167 Shader complexity is broken in the forward renderer
Fixed! UE-39754 Crash: Changing Material Property Overrides of Material Instance
Fixed! UE-40736 "Too many texture coordinate sets" warnings in KiteDemo
Fixed! UE-40873 Shadows of small movable components popping out
Fixed! UE-41193 Update material node tooltips based on 4.15 preview feedback.
Fixed! UE-40482 Ensure occurs when turning on Constraints in Advanced Show Flags
Fixed! UE-40980 Fix mem corruption on particles on PS4
Fixed! UE-40724 Large round stone in ZenGarden is no longer reflective
Fixed! UE-41138 Flickering in Elemental Demo when TemporalAA and bloom is enabled
Fixed! UE-41099 SpeedTree Material No Longer Compiles With Texture Coordinate Node In BaseColor
Fixed! UE-41008 LogApexClothingUtils Warning when opening QAGame
Fixed! UE-41311 Time snapping interval is not updating the timeline in UMG Sequencer
Fixed! UE-40682 Animations that overlap and blend together break when undoing
Fixed! UE-40758 Events on frame 0 fire twice
Fixed! UE-41019 Sequencer does not refresh on creating a new camera if Default Property Tracks is empty
Fixed! UE-41010 Fix up actors remove actor from sequencer folder.
Fixed! UE-41148 Logstreaming warning when opening the editor: "LogStreaming:Warning: Failed to read file 'Common/RoundedSelection_16x.png' error."
Fixed! UE-40070 VREditor: Laser not hidden on MotionControllers with docked Menu/UI Panels


REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
 
Diesmal pünktlich: Das Changelog für die Preview 4 der UE 4.15 ;)
UPDATE!

We have just released Preview 4 for 4.15! Thank you for your continued help in testing the 4.15 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

Cheers!

Fixed in Preview 4 - CL 3286799

Fixed! UE-41213 Persona - Scene Setup not working correctly
Fixed! UE-41389 Crash in Skeletal Editor due to null ActorFactory reference
Fixed! UE-41376 Pitch and LPF parameters updated incorrectly in audio mixer
Fixed! UE-41377 Audio device hot swap fails for extreme audio device ranges
Updated! UE-41450 PhysicsBall BP not updating location with Collision volumes
Fixed! UE-41497 Illegal Else Without Matching If
Fixed! UE-41474 Putty directory is missing from \Engine\Extras\ThirdPartyNotUE\ in binary builds from the Launcher
Fixed! UE-40740 Unable to escape from the truck in PlatformerGame
Fixed! UE-38060 Ribbon Trails are inconsistent in Content Examples
Fixed! UE-41353 MatineeFightScene too dark due to tonemapperfilm changes
Fixed! UE-41368 Subway Sequencer too dark due to tonemapper film changes in 4.15
Fixed! UE-41360 Incorrect camera starting position in PlatformerGame
Fixed! UE-41359 Crash in FTickFunction::RegisterTickFunction
Fixed! UE-41333 [CrashReport] UE4Editor_AssetRegistry!FAssetRegistry::GetSubClasses() [assetregistry.cpp:2803]
Fixed! UE-41339 Second Controller input not recognized on console
Fixed! UE-41298 iOS Device displays textures darker than in Editor
Fixed! UE-41498 PS4 differential patch size is abnormally large
Fixed! UE-41565 Movie playback not keeping texture filtering settings when switching contexts
Fixed! UE-40779 Crash occurs with PlatformMediaSource called in infinite loop
Fixed! UE-40063 Crash when a material with a texture parameter is deleted when it has instances with static permutations
Fixed! UE-41283 Engine Scalability view distance settings are not being reflected accurately in the viewport
Fixed! UE-41380 Clicking reimport on a skeletal mesh crashes the editor - UE4Editor_Engine!USkeleton::GetSmartNameContainer() [skeleton.cpp:1410]
Fixed! UE-41496 QAGame Controller Loses Focus on Edge of Viewport
Fixed! UE-41113 Widgets can no longer take focus after clicking somewhere other than the widget itself
Fixed! UE-41495 Crash setting actor rotation via details panel in VR editor

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
 
Heute wurde die UE4.15 endlich final veröffentlicht ;)
Da das Changelog, für einen Major-Release üblich, zu lang für das PCGH-Forum ist (Und die Anzahl der maximal möglichen YT-Videos pro Post ebenfalls auf 5 beschränkt ist), gibt es hier nur den Link zum Changelog: Unreal Engine 4.15 Released!
 
Der erste Hotfix, seit dem Release der UE4.15 hat jetzt über einen Monat auf sich warten lassen, aber er ist endlich da :D Hier das Changelog:
UPDATE!

The 4.15.1 Hotfix is now live! This hotfix resolves over 40 important issues in the 4.15 release.

Fixed in 4.15.1

Fixed! UE-42385 Crash adding an AnimComposite to itself
Fixed! UE-41929 Crash on reimport animation when there is an additive animation track and fbx frame number is different
Fixed! UE-41921 Crash Re-Importing animation with Additive Layer Tracks after adding a bone to the hierarchy
Fixed! UE-41817 Crash when manipulating Bone Space IK before setting EffectorSpaceBoneName
Fixed! UE-40025 Inconsistant Line Trace behavior
Fixed! UE-42756 UnrealVS not installing correctly for VS2017
Fixed! UE-42321 Unable to launch project from Visual Studio using installed engine build
Fixed! UE-42411 Resource files are not recompiled when Version.h changes
Fixed! UE-42205 Hot reload reported as failed in Visual Studio for projects opened in the Editor after having hot reloads performed successfully previously
Fixed! UE-42507 check(PIEInstanceID != -1) fails when executing SeamlessTravel
Fixed! UE-42480 SetVectorParameterValueOnMaterials In Construction Script Not Working in Packaged Game
Fixed! UE-42459 BP nativization doesn't work with localized text
Fixed! UE-42166 Crash when pressing Ctrl-Z after creating a blueprint function
Fixed! UE-41893 Child blueprints cannot override functions if their parent was nativized
Fixed! UE-41168 Crash opening blueprint when a node class has been removed (e.g., anim blueprint with Ragdoll node with Immediate Mode plugin disabled)
Fixed! UE-42209 Incorrect error message when child actor mobility doesn't match
Fixed! UE-42253 Enum Element Names Reset on Project Upgrade
Fixed! UE-42375 No input received from Raw Input device when packaged for 32bit
Fixed! UE-39884 Foliage LODs do not appear to use the base LODs lightmap any longer
Fixed! UE-42390 Ad banner is displayed incorrectly on Android 7.0 devices
Fixed! UE-42361 Slate UI asset colors washed out on iOS
Fixed! UE-42191 Scene Captures not working on Android
Fixed! UE-42036 Exposure Is More Extreme In High-End Mobile Preview Modes
Fixed! UE-42368 Find Sessions Consistently Returning Results Length of 0
Fixed! UE-42452 No textures listed when selecting material
Fixed! UE-42789 Rebuilding lighting not saving rebuilt light data
Fixed! UE-42196 Static meshes with auto-generated LODs can no longer share lightmaps between LODs
Fixed! UE-42179 Crash in FStreamingTextureLevelContext::GetBuildDataIndexRef
Fixed! UE-42165 [CrashReport] UE4Editor_Renderer!FReflectionEnvironmentSceneData::ResizeCubemapArrayGPU() [reflectionenvironment.cpp:215]
Fixed! UE-42102 Cooked build size increase due to MIC problem
Fixed! UE-41950 GitHub 3252 : Added MobileMaterialInterface to UsedMaterials
Fixed! UE-29491 Eye Adaption is incorrect at any size other than Fullscreen in PIE
Fixed! UE-42554 Regression: Visibility property is not seen in the animation track in UMG
Fixed! UE-42210 Crash when using Ctrl+Z to undo a single digit change in the size of a widget
Fixed! UE-41829 Crash scrubbing through sequencer when playing montage from old assets
Fixed! UE-42665 Update default super search engine to Bing
Fixed! UE-42428 Enabling "Show Only Modified Properties" causes details panel menu to disappear
Fixed! UE-42312 Crash when saving a Data Table that is referencing itself in a Data Table Row Handle
Fixed! UE-35606 Crash when Importing .OBJ using the File > Import into Level Option
Fixed! UE-42669 "Package localization ID mismatch during cook!" log spam
Fixed! UE-41797 Update to Korean localization
Fixed! UE-42106 Edge case where cursor can become hidden in gameplay
Fixed! UE-42631 Stereo off while prox sensor uncovered causes low framerate
Fixed! UE-42576 Oculus crash on "stereo on" when the proximity sensor is not triggered.
Fixed! UE-42101 [daydream] Black screen with FirstPersonTemplate and 4.15P4
Fixed! UE-41604 Integrate fix for improper failure case for allocation of RenderTargets in Oculus
Fixed! UE-41568 Need to enable GearVR on Win64 platforms

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
 
Nach nun über einem Monat, wurde gestern die UE 4.16 Preview 1 veröffentlicht ;)
Die Änderungen gegenüber der Version 4.15 fallen folgendermaßen aus:
PREVIEW!

A Preview of the upcoming 4.16 release is available now on the Launcher and Github. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

We encourage users to check out the preview to try new features and inform us of any issues which we may not have caught. Links to known and fixed issues for this release are provided below. If you discover any additional issues with this preview release, please report them using the guidelines in the link: How to Report a Bug.

Known & Fixed Issues

Major Known Issues in Preview 1

4.16 Preview Summary

This list provides a brief summary of updates in this Preview which may benefit from additional testing. Not all updates may be listed. Full release notes will be made available with the final 4.16 release. We may not be able to provide additional information about updates at this time.

  • Animation/Physics Updates:
    • A new clothing solver from Nvidia called NvCloth replaces APEX. This new solver gives more control over simulation and it is pretty close to the core solver of the previous APEX solution so should behave largely the same, although there are a few slight behavior changes and some extra exposed parameters for inertia settings. We now also always simulate clothing in local space - this gives us the benefit of only having one transform path through the solver and allows external inertia to be tweaked in much finer detail.
    • Vertex & Texture Painting on Skeletal Meshes has been added.
    • Vertex & Texture Painting on Static Meshes has been overhauled to improve usability.
    • A Spline IK node has been added to Animation Blueprints; useful for character spines.
    • Animation Modifiers are a new type of class which allow developers to apply a sequence of actions to a given animation sequence or skeleton. They should always implement OnApply and OnRevert to allow modifying data and remove previously applied changes.
      • Accessing Animation Modifiers is done through a new tab in the skeleton and animation editor.
      • A new set of functions to access specific animation data has been added, they’re contained by a new editor-only function library (Animation blueprint Library).
    • The RigidBody node supports simulating a physics asset inside an Animation Blueprint. This is similar to AnimDynamics, but instead of specifying a node per bone a single node is used for the entire skeletal mesh. Performance has also been improved.
    • PoseDriver has been improved, including more control over selected and modified bones, curve control, and UI improvements.
    • The ability to have Kinematic bodies with simulated parents has been added, allowing effects like a kinematic hand attached to other objects.
    • The 'Look At' node has been improved to be usable relative to a bone or socket.
    • Capsule collision can now be imported from an FBX file. You now use the ‘UCP’ prefix on a capsule poly mesh, and it will be removed on import, and replaced by a corresponding capsule collision shape.
    • The ability to store asset viewer profiles on a 'shared' or 'local' level has been added. This allows team to have a shared set of profiles which can be used as a unified scene to assess art assets. Shared profiles are stored in DefaultEditor.ini and will require you to check out or make it writable.
    • Added support to import Retarget Base Pose. A new option allows you to import the pose from Pose Asset.
    • Animation Export improvements support run-time retargeting results and animation that applies Post Process Graph.
    • Add ‘GetMaterialFromFaceIndex’ function for components retrieves the actual material after performing a complex line trace. This is supported for StaticMeshes, ProceduralMeshes and BSP.
    • The Play Montage Blueprint is an Async node, that can be used in any Blueprint logic to play Anim Montages, and have easy access to some of the callback events it provides.
  • Rendering Updates:
    • Volumetric Fog is now supported.
      • Volumetric Fog controls are on the Exponential Height Fog Component.
      • Localized fog density can be controlled via particles. To do so, create a Material, set the material's domain to Volume, and apply it to a particle emitter. The volume material describes Albedo, Emissive and Extinction for a given point in space. Albedo is in the range [0-1] while Emissive and Extinction are world space densities with any value greater than 0. Volume materials currently only work on particles, and only positions inside the particle's radius are valid.
      • Each light has a 'Volumetric Scattering Intensity' and 'Cast Volumetric Shadow' setting. (fast-changing lights like flashlights and muzzle flashes leave lighting trails. Disable volumetric fog contribution on these lights with 'Volumetric Scattering Intensity' set to 0)
      • Supported lights include:
        • A single Directional Light, with shadowing from Cascaded Shadow Maps or static shadowing, with a Light Function
        • Any number of point and spot lights, with dynamic or static shadowing if 'Cast Volumetric Shadow' is enabled.
        • A single skylight, with shadowing from Distance Field Ambient Occlusion if enabled
        • Particle lights, if 'Volumetric Scattering Intensity' is greater than 0
      • Not currently supported:
        • Precomputed global illumination
        • Shadowing of Stationary skylights
        • IES profiles and Light Functions on point and spot lights
        • Shadowing from Ray Traced Distance Field Shadows
        • Shadowing from the volumetric fog itself
      • The GPU cost of Volumetric Fog is primarily controlled by the volume texture resolution, which is set from the Engine Shadow Scalability level. Use 'profilegpu' to inspect this cost.
    • Distance Field Lighting has been optimized for current generation consoles and mid-spec PC.
      • The Global Distance Field is much faster to update when a Movable object changes.
      • New project settings ‘Eight Bit Mesh Distance Fields’ and ‘Compress Mesh Distance Fields’ which significantly reduce memory requirements when enabled
      • Runtime cost has been reduced between 30-50%
      • Mesh Distance Field generation uses Intel’s Embree ray tracing library, for a 2.5x speedup
    • Vertex Interpolator nodes have been added to the material graph. These nodes offer better control for value interpolation between vertex and pixel work. These are intended as a workflow improvement, there are no changes to interpolator limits nor will shaders change. The feature is compatible with Customized UVs and will pack results together.
    • Post processing now supports Image-based (FFT) convolution for physically realistic bloom effects in addition to the existing bloom method. This new post processing feature is designed for use in cinematics or on high-end hardware.
      • Image based Convolution adds new control parameters to the existing Lens | Bloom section found in Post Process volumes.
      • In using a new texture to serve as the kernel image, it is important to ensure that the full image is present on the gpu and available at full resolution. Two settings are required to ensure this:
        • Mips Gen Setting should be set to NoMipmaps
        • Texture option Never Stream should be selected.
  • Core Updates:
    • Garbage Collection improvements make collection times twice as fast.
    • Removed support for Visual Studio 2013. VS 2015 and VS 2017 are currently supported.
  • Tools Updates:
    • Localized String Tables are now supported. These provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text. String Tables can be defined in C++, loaded via CSV file, or created as an asset.
    • Color Grading improvements include polished UI, a new HSV mode, dynamically changing the min/max value of sliders using Ctrl+drag, and a new Reset button.
    • The Asset Audit Window, built on top of the experimental Asset Management Framework, can be used to audit disk size, memory usage, and general asset properties for many assets at once. It is a specialized version of the Content Browser, and can be accessed from the Window->Developer Tools menu, or from the right click menu in the Content Browser or Reference Viewer. Once you have opened the window assets can be added using the buttons, and platform data loaded out of cooked asset registries can be loaded using the platform drop down.
    • Updates to VR Mode's UI and interation include a new asymmetrical controller setup where you can change which controller has the interaction laser in Editor Preferences > VR Mode, and an updated Radial Menu with access to all major editor features and UI panels. Additional updates include smoothed interaction lasers and improved teleportation.
    • VR Mode now has access to the Sequencer Editor
    • Physics simulation is now possible in VR mode
    • Smart Snapping in VR Mode uses the bounds of your object to align to other actors in the scene, enabling you to exactly fit them together without needing to build modular assets with a grid in mind.
  • Sequencer Updates:
    • Shot enhancements include pre/post roll and hierarchical bias.
    • UI enchancements include re-sizable tracks and audio thumbnails now render the peak samples with an inner RMS curve
    • Material Parameter Collection Tracks have been added
    • Various minor improvements including Binding Override improvements, additional event receivers on Level Sequence Actors, event ordering, and more.
  • Audio Updates:
    • The new Unreal Audio Engine is available for testing on PC, Mac, iOS, and Android. It is not enabled by default in 4.16 as there is continued work on implementing backends for console platforms, Linux, and HTML5, as well as stability and performance improvements, especially on mobile platforms. It is enabled for each platform by changing the AudioDeviceModuleName ini setting in the platform’s Engine.ini file:
      • For PC, in WindowsEngine.ini set AudioDeviceModuleName=AudioMixerXAudio2
      • For MacOS, in MacEngine.ini set AudioDeviceModuleName=AudioMixerCoreAudio
      • For iOS, in IOSEngine.ini set AudioDeviceModuleName=AudioMixerAudioUnit
      • For Android, in AndroidEngine.ini set AudioDeviceModuleName=AudioMixerAndroid
    • The Steam Audio SDK has a fully-integrated implementation using the capabilities of the new Unreal Audio Engine. Click here for more details.
    • The new Synthesis Plugin contains two new real-time synthesizers written using the new Unreal Audio Engine’s “SynthComponent” class to implement a fully-featured subtractive synthesizer as well as a real-time granulator. It also contains a host of new DSP source and submix effects for use with the new Unreal Audio Engine.
  • Mobile Updates:
    • Android 23 (and above) now supports runtime permissions. Permissions are requested at runtime for the required ones used by the engine, and there is an Android Permission plugin to check for permission (Check Permission BP node), request it (AcquirePermissions BP node), and get the response (OnPermissionsGrantedDynamicDelegate). This is only necessary if Android Target SDK is set to 23 or above, otherwise any permissions in the Android Manifest are granted as usual.
      • 4.16 requires Android SDK 23 or higher to be installed. Please use the SDK manager to install it if you have an earlier install. Also, in Android SDK project settings, please change your Android SDK API Level from “matchndk” to “latest”. This will use the newest installed SDK found in your Android SDK platforms directory. There is no need to change the NDK API Level; “android-19” is correct to allow installing your APK on Android version prior to Lollipop (Android 5.0); setting this higher will require Android 5.0+.
    • Improved Virtual Keyboard support on Android (Experimental). A new option in Project Settings > Platforms > Android > APKPackaging enables the improved virtual keyboard. This replaces the dialog input box. When this option is enabled, users should bind event handlers to FGenericApplication::OnVirtualKeyboadShown and FGenericApplication::OnVirtualKeyboardHidden.
    • Mobile performance improvements for Slate and UI rendering. Set the console variable Slate.CacheRenderData=0 to enable the option for Invalidation Panels to cache only widget elements, which improves texture batching and reduces draw calls.
    • HTML5 support for WebAssembly (WASM). This feature comes from Mozilla's latest Emscripten toolchain (v1.37.9) and reduces app download size, startup times, memory consumption, and improves performance.
    • HTML5 support for WebGL 2. This provides better rendering performance, visual fidelity, and more rendering feature sets.
  • VR Updates:
    • Unified Console Commands across VR platforms. The previous code base did not share common interfaces across HDMs; now there is a shared layer that developers can work from rather than maintaining each platform individually. This provides several benefits such as easier bootstrapping of new platforms, consistent interfaces, and less redundancies in HMD implementations.
    • The mobile multiview path now supports GearVR. Mobile multiview is similar to instanced stereo on the desktop, and provides an optimized path for stereo rendering on the CPU. Enable this in your Project Settings under VR, and restart the editor to take effect.

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
 
Wird es demnächst ein Ryzen Update für UE4 geben?
Bisher habe ich leider noch ein paar Ruckler im Editor, bzw. im Window Screen.
 
Wird es demnächst ein Ryzen Update für UE4 geben?
Bisher habe ich leider noch ein paar Ruckler im Editor, bzw. im Window Screen.
Bisher habe ich nichts konkretes dazu von den Entwicklern gehört und in den Patchnotes steht auch nichts (zumindest nichts, was ich auf die schnelle finde) :(

Selbst in den Patchnotes der aktuellen UE 4.15.2 findet sich dazu nichts, jedoch etwas zu den D3D Hängern mit NVidia-Karten:
UPDATE!

The 4.15.2 Hotfix is now live! This hotfix resolves a number of significant issues in the 4.15 release. Please be aware it also disables the new Event Driven Loader from being enabled by default; this will be restored in a later engine version.

Important!
This hotfix works towards addressing the D3D HUNG crashes that have affected many users since the 4.14 release. Additional software from NVIDIA has been integrated into the Engine that will provide Epic with additional GPU crash data for analysis.
However, in order for this data to be sent back to us, you must update to NVIDIA drivers 381.89 or later, and submit your crash reports when they appear.
For more information, please view the Blog post.
Thank you for your help!


Fixed in 4.15.2

Fixed! UE-35606 Crash when Importing .OBJ using the File > Import into Level Option
Fixed! UE-42207 SVN SASL binaries may be causing crashes for some users
Fixed! UE-42911 Reflection capture crash in FindOrAllocateCubemapIndex
Fixed! UE-42165 [CrashReport] UE4Editor_Renderer!FReflectionEnvironmentSceneData::ResizeCubemapArrayGPU() [reflectionenvironment.cpp:215]
Fixed! UE-43279 Crash launching QAGame onto Windows
Fixed! UE-42920 Regression in Gaussian and Circle DOF
Fixed! UE-43443 GC Clustering broken for USoundWave assets (crash)
Fixed! UE-43028 UnrealVS is not working in Visual Studio 2017
Fixed! UE-43888 GitHub 3475 : Added a gitignore exception for automation files.
Fixed! UE-43608 EDL in 4.15 may not be fully safe and should be disabled by default
Fixed! UE-43346 Crash in Packaged Game When Using Gameplay Tags
Fixed! UE-42547 Removing a key from a Enum Map variable causes duplicate keys to remain
Fixed! UE-43928 FBlackboardKeySelector filters cause invalid argument assert
Fixed! UE-42759 Vulkan is crashing on S7 Mali
Fixed! UE-42184 IAP failed to read purchase
Fixed! UE-41313 Failed to compile C++ Code project, for iOS/tvOS in Development, in Xcode 8.3 beta 1
Fixed! UE-44029 FRepChangelistState leaks memory
Fixed! UE-44470 Compile failure packaging code project for tvOS from Mac
Fixed! UE-43454 Add Aftermath support to UE4Editor

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide



Parallel dazu wurde auch die zweite Preview der UE 4.16 veröffentlicht:
UPDATE!

We have just released Preview 2 for 4.16! Thank you for your continued help in testing the 4.16 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

Cheers!

Fixed in Preview 2 - CL 3415560

Fixed! UE-44390 Replace name to be more user friendly for creating animation/export animation
Fixed! UE-44451 [CrashReport] Crash occurring in Phonon::FPhononReverb::ProcessMixedAudio
Fixed! UE-44430 User is not prompted for restart on enabling cloth tools in experimental tab in editor prefrences
Fixed! UE-44305 Suspended cloth animation is not animating properly
Fixed! UE-44396 Content Examples: Example 1.6 broken collision - Cloth Map
Fixed! UE-44350 Hot reloading newly created C++ project compiles modules
Fixed! UE-44303 HotReload fails with Linker errors when using Visual Studio 2017
Fixed! UE-43979 Hot reload uses different PCH to regular compile
Fixed! UE-44323 Event driven loader crashes at specific level
Fixed! UE-44389 Cannot Create Data Asset Derived from Blueprint/C++ Classes
Fixed! UE-44314 Components lose transform values in the new instance after copy and paste
Fixed! UE-44316 Instance of BP actor remains in Viewport after undoing create actor
Fixed! UE-44290 Complex BP which succeeds in BP compilation fails during windows packaging
Fixed! UE-44372 Crash duplicating or deleting any component inside of Actor BP if lights or triggers are present
Fixed! UE-44234 Nativized ShooterGame (Win64) crashes on launch
Fixed! UE-44018 Crash in Packaged Game When Calling Interface Function with Blueprint Nativization Enabled
Fixed! UE-44124 ShooterGame failing to build nativized assets
Fixed! UE-44112 Assert cooking QAGame QA-Blueprints map with Nativization enabled
Fixed! UE-44385 Dynamic Force Feedback plays forever if initiating actor is destroyed
Fixed! UE-44526 Android - Deployment fails if project name contains an underscore
Fixed! UE-44499 Need Android.NewKeyboard option to force old keyboard
Fixed! UE-44417 Android projects stop responding when resuming from a locked screen
Fixed! UE-44461 Target SDK level check at runtime is backward
Fixed! UE-44412 Package fails for android if company name begins with a number
Fixed! UE-44257 Blueprint projects fail to Package for iOS
Fixed! UE-44253 HTML5: *Linux* Launch On fails to invoke process
Fixed! UE-43853 SubUV particle leads to crash in android devices
Fixed! UE-44154 Editor Crashes when opening a New C++ project if you are mid deployment to mobile
Fixed! UE-44132 HTML5 in Chrome fails with Out of Memory
Fixed! UE-34851 QAEntry cannot compile on HTML5
Fixed! UE-44043 Open a web browser widget and immediately close it would cause crash on mobile.
Fixed! UE-44382 Adding reflection capture when in mobile preview causes full capture update
Fixed! UE-42436 Sky light SH values are no longer generated for mobile
Fixed! UE-43491 Launch on failure when arm v7a + v8a abis are set
Fixed! UE-44533 Spaces in ANT_HOME path cause problems with ant.bat patch
Fixed! UE-44286 Startup movie just flashes colors on Android in 4.16 (possibly only Adreno (model < 400 or Android < 6.0)
Fixed! UE-44181 Crash editor upon finish of ShooterGame match - FSeamlessTravelHandler
Fixed! UE-44515 Skincache causes broken velocity vectors
Fixed! UE-44440 Shader compile error with vertex interpolator materials shadowing skeletal meshes
Fixed! UE-44422 Integrate missing gpu skin cache fixes
Fixed! UE-44324 Rendering issue occurs when using Skin Cache is enabled and multiple objects use the same skel mesh
Fixed! UE-42254 Potential major HLOD dynamic shadow performance issues
Fixed! UE-43898 Crash on opening TM-MeshPaint - FMeshDrawingPolicy::DrawMesh()
Fixed! UE-44064 Crash when loading Tm-Tessellation on Mac with Metal v1.2 targeted shader standard
Fixed! UE-44180 GitHub 3496 : fix Assertion failed: GRHIVendorId != 0 - recognize mesa radeon driver
Fixed! UE-44386 DX11: QAGame (tm-shadermodels) crashes with an assert in the rendering thread with Launch On.
Fixed! UE-44423 Movie capture not warming up on the first frame
Fixed! UE-44381 Change TInlineValue::Reset(TInlineValue&&) to not use memcpy
Fixed! UE-44343 Subway Sequencer - Property ledger of ledger has struct type mismatch warning
Fixed! UE-44313 Warnings appear when playing a Sequence while in PIE
Fixed! UE-44301 Bindings getting lost on save as
Fixed! UE-44045 StaticMesh not animating in rendered sequence when Use Separate Process is off.
Fixed! UE-44103 Ambiguous Search Warning After Recompiling Blueprint of an Object Involved in a Level Sequence
Fixed! UE-44368 ShooterGame crashes when PIEing while running a Launch On
Fixed! UE-44456 Crash after enabling USD plugin in binary editor
Fixed! UE-44135 TextBox widget renders differently when in a Retainer Box
Fixed! UE-44450 [CrashReport] Crash in UViewportWorldInteraction::FindTransformGizmoAlignPoint
Fixed! UE-44302 VR Mode Interactor hand editor preference not persisting between editor sessions
Fixed! UE-44299 Crash: Opening Project Browser from Launcher with VR Mode auto-entry enabled with HMD active (worn)
Fixed! UE-43298 Crash when pressing ESC to stop simulate while in VR Mode
Fixed! UE-44426 Correct pivot painter 2 input/output descriptions and submit the missing pivot painter example map


REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
 
Hey,

hat von euch einer das Windows 10 Creator Update drauf und Probleme mit der UE4? Ich heute morgen hat sich das "wunderbare" update installiert und seit dem ist das UI in UE 4.13 sowie 4.15 komplett kaputt. Ich brauche rund 40 sekunden bis sich das Kontext Menü im Blueprint aufbaut - arbeiten ist so absolut unmöglich. Hatte das hier auch schon jemand und kennt eine mögliche Lösung?
 
Hey,
hat von euch einer das Windows 10 Creator Update drauf und Probleme mit der UE4? Ich heute morgen hat sich das "wunderbare" update installiert und seit dem ist das UI in UE 4.13 sowie 4.15 komplett kaputt. Ich brauche rund 40 sekunden bis sich das Kontext Menü im Blueprint aufbaut - arbeiten ist so absolut unmöglich. Hatte das hier auch schon jemand und kennt eine mögliche Lösung?
Das Verhalten kann ich (leider) nicht bestätigen, funktioniert alles wie gehabt (Habe übrigens deinen Post im Answer-Hub bei der Google-Suche danach gefunden :P)
 
Ich hab jetzt ein Rollback vor das Windows Update gemacht und es funktioniert wieder wunderbar. Ich hab nur vereinzelte Informationen von anderen UE4 Usern gefunden die das selbe Problem vor Monaten schon mit Windiws 10 Preview Builds und dem Creator Update hatten und es wurde nie eine Lösung gepostet.

Beim Answer Hub Poste ich auch immer mal ne Frage, aber fast nie bekomme ich eine einzige Antwort :ugly:
 
Was kann die Engine jetzt eigentlich mit FP16 Rechenleistung anfangen (hab leider ziemlich wenig Ahnung von Engines ) ?
 
Patchnotes für Die Preview 3 der UE 4.16 ;)
UPDATE!

We have just released Preview 3 for 4.16! Thank you for your continued help in testing the 4.16 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

Cheers!

Fixed in Preview 3

Fixed! UE-44624 Rear tires on vehicle in VehicleGame sample detach and drift back from axel as user accelerates
Fixed! UE-44553 Paint Mode Toolbar Icons do not exist when Use Small Toolbar Icons is true
Fixed! UE-41915 Incorrect physics interaction on rotated meshes using Complex as Simple collision
Fixed! UE-44494 Master Pose broken with sequencer
Fixed! UE-44429 Crash on attempting to paint on cloth object
Fixed! UE-44400 [CrashReport] UE4Editor_ClothingSystemRuntime!FClothingSimulationNv::UpdateLod() [clothingsimulationnv.cpp:801]
Fixed! UE-44328 Convex Hull Generation can get stuck in an infinite loop
Fixed! UE-44285 Setting strength on a linear motor in Phat will display ---
Fixed! UE-44486 Enable physx libs GPU hooks
Fixed! UE-44725 "LogTemp:Warning: Running Get" when placing or selecting Physics Constrain Actor
Fixed! UE-44185 Many D3D12 errors when running with -d3ddebug
Fixed! UE-44376 GitHub 3512 : [4.16] Intel Compiler 2017 fixes
Fixed! UE-39768 Rare crash occurs when recompiling a blueprint in VREditor (see comments)
Fixed! UE-44659 Crash after saving Blueprint that is marked as not needs load for server
Fixed! UE-44702 Code based interfaces do not appear in Interface selection dropdown
Fixed! UE-44676 Incorrect display for default exec pin for Switch nodes
Fixed! UE-44744 Nativized packaging fails for UnrealMatch3
Fixed! UE-44708 Blueprint child does not override parent mesh in Nativized build
Fixed! UE-44519 Crash when applying a LandscapeVisibilityMask material to a Landscape's material slot
Fixed! UE-44697 Need to improve POM version parsing to handle latest Google Play Services
Fixed! UE-44658 Cleanup of previous packagename Build/Android/src files doesn't include Intermediate/Android/APK/src
Fixed! UE-44660 Possible exception if Intermediate/Android/APK/src does not exist
Fixed! UE-44615 Command line arguments can affect next ant.bat run
Fixed! UE-44766 GenerateProjectFiles generates warning
Fixed! UE-44022 HTML5: *Linux* Launch On fails to open Firefox due to missing profile
Fixed! UE-43895 iOS Pressing home button crash
Fixed! UE-44668 Post-Exit crash when closing ShooterGame project
Fixed! UE-44679 Certain levels have little lighting in ContentExamples on Mac
Fixed! UE-44521 Minor RHI State Cache breaks pre-pso codepath
Fixed! UE-44601 Checkerboard pattern overlay in viewport of ContentExamples on Mac
Fixed! UE-44084 Moving an actor to a different level does not show that the object bound to the track is missing
Fixed! UE-44616 Spawnables don't appear immediately when dragging them into sequencer
Fixed! UE-44628 Crash selecting an object binding inside the Get Sequence Binding node.
Fixed! UE-44600 Convert to spawnable doesn't work
Fixed! UE-44648 LogMovieScene Warnings when rendering movie sequence in QA-Sequencer
Fixed! UE-44631 Crash selecting Unresolved Binding drop down when no sequence is selecting on the Get Sequence Binding node
Fixed! UE-44304 Creating and running a code project while another project is open will fail to load module and crash new project editor.
Fixed! UE-44594 Crash importing USD files via scene import
Fixed! UE-44223 Compile failure packaging for Linux in arm-unknown-linux-gnueabihf from Windows
Fixed! UE-44020 Crash opening the Project Settings on Linux Unable to get IOSTargetPlatform module
Fixed! UE-44650 Setup.sh can fail on Ubuntu server
Fixed! UE-44621 GitHub 3532 : provide a GRHIVendorId if graphics card vendor name is 'X.Org' (for l?
Fixed! UE-37194 FixDeps step will relink Engine modules even if only project code was changed
Fixed! UE-44715 Nested UMG widgets can lose their localization in cooked games
Fixed! UE-43370 Backspace Key not activating when working with 3D Widgets
Fixed! UE-44635 Windows Mouse cursor no longer updates properly after existing PIE session using Hardware Cursors with Escape key
Fixed! UE-44404 Continuous output log spam after using VR Mode with Vive/SteamVR
Fixed! UE-44347 GitHub 3507 : Fix FSteamVRHMD::VulkanBridge::FinishRendering triggering assert in F?
Fixed! UE-44729 Crash opening Linux UE4Editor during CreateHeadMountedDisplay


REMEMBER: Please report any new bugs you find to the UE4 Answerhub in the 'Bugs Reports' section.
(How to Report a Bug)
 
Hi,

kennt sich einer hier gut mit UE 4 Materials aus? Ich hab einen ziemlich merkwürdigen Bug in 4.15 der mich langsam richtig nervt. Der Sampler Count wird jedes mal anders berechnet.
Ich hab zum testen ein neues Landscape Material aufgesetzt und das funktionierte auch wunderbar, war mit einer Texture unzufrieden und hab eine Material Funktion mit selber struktur ausgetauscht und es geht nicht mehr. -> sampler register index exceeded.

1.PNG
Jede Kommentar einer Funktion spiegelt die Anzahl der Texture Sampler wieder. In dem Fall 15/16. Was auch nicht hätte funktionieren sollen da ja nur 14/16 zur Verfügung stehen wegen Light UV etc. Das Problem ist, es hat genau das Material hat mal funktioniert. Entferne ich jetzt einen Funktion mit dem Wert 3 habe ich immer wieder andere Werte da stehen - mal 12, das andere mal 13. Das ändert sich bei jedem mal drücken von Apply.

Dann habe ich ein einfacheres neues Material erstellt mit 4 Texture Sampler und es zeigt mir 2/16 an und die Verwirrung ist perfekt.
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Ich hab bis her noch nicht weiter mit 4.15 gearbeitet und hatte in 4.13 nie solche Probleme. Hat irgendjemand ähnliche Probleme und kennt einen fix?
 
Patchnotes zur UR 4.15.3, welche in Relation zur Update-Größe (2.7 GB) absolut lachhaft sind :ugly:
UPDATE!

The 4.15.3 Hotfix is now live! This hotfix resolves issues introduced in 4.15.2.

Fixed in 4.15.3

Fixed! UE-45239 Crash on draw material to rendertarget (originally logged as UE-44742)
Fixed! UE-45238 Editor Crash on Mac after creating blueprint structure (originally logged as UE-44878)
Fixed! UE-45241 ShadowProject gpu performance regression from Aftermath (originally logged as UE-44841)

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
 
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