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Update to work with UnrealEngine 4.22

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@Sserpenthraxus-nv Sserpenthraxus-nv released this 28 Aug 22:39
· 3 commits to master since this release

v1.2: Update code re UnrealEngine 4.22 + improvements + respective documentation update:

RELEASE NOTES: 4.22 known issues:
If you are using material randomization with more than 10 objects which change materials every frame, you might encounter a hang when stopping the play-in-editor session. The capturing process will still work, but the uniform buffer memory will keep increasing and when user stops the capture session, it takes UE extended time to release the memory. If it takes too long after stopping the play-in-editor session, we recommend to simply shutdown the editor and restart it. The only other workaround is to keep using UE4.21, which requires use of NDDS v1.1.

This problem is specific to UE4 4.22, as it now automatically uses mesh instancing to improve the performance when rendering a large quantity of meshes. Now, every time a new mesh is created or its material is changed, the uniform buffer memory allocation is increased.

This problem affects both DirectX and OpenGL users. Although Vulkan doesn't get affected by this, Vulkan doesn't capture depth and class segmentation.