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30. October 2018

Unreal Engine 4.21 just got one step closer to reality with the release of Preview 4.  This update is composed entirely of fixes, adding no new content the UE4.  These preview releases are not meant to be used in a production environment.  As always, you can download the latest releases and previews using the Epic Game Launcher.

Details from the Unreal Engine forums:

Fixed in Preview 4
Fixed! UE-60171 Crash Occurs When Importing a .ABC File as Skeletal Mesh Into Project That Already Contains Asset's Materials
Fixed! UE-51935 [CrashReport] UE4Editor_Engine!FSkeletalMeshObject::UpdateMinDesiredLODLevel() [skeletalrender.cpp:81]
Fixed! UE-59914 Editor freezes after reimporting alembic asset
Fixed! UE-61761 Importing an Alembic File with "Skip Empty Frames at Start of Alembic Sequence" Enabled Causes Crash
Fixed! UE-62036 Merge Actors tool leads to crash when the selected list is not matching current existing objects due to construction script.
Fixed! UE-62176 Regression: Importing an Alembic File with Geometry cache or Skeletal leads to crash.
Fixed! UE-64886 LODTo Frame Skip Map isn't causing asset to skip frames
Fixed! UE-64873 ThirdPerson AnimBP arm not affected by Fake Velocity as expected
Fixed! UE-64845 QAGame Get Transition Crossfade Duration Node to Blend Result setup does not produce expected result
Fixed! UE-62337 Alembic Problem - Missing keys in animations when selecting time range
Fixed! UE-61429 Assert importing an ABC as GeomCache
Fixed! UE-63401 Cant save HLODs for an unsaved level & opening mesh causes assert/crash
Fixed! UE-65832 Crash when adding invalid preset chain
Fixed! UE-64622 TestEqual(TCHAR*, TCHAR*) function is testing pointer equality instead of values
Fixed! UE-64484 Garbage is not collected increases during CompileAllBlueprints test
Fixed! UE-65620 Cooked game crashes when launching with -memoryprofiler argument in the command line
Fixed! UE-65572 Engine - Ensure GIsRequestingExit is set before broading termination delegate in FWindowsPlatformMisc::RequestExit
Fixed! UE-63571 Cook-on-the-fly generates corrupt materials
Fixed! UE-65430 Missing Receipt' error after disabling plugin in binary build and repackaging
Fixed! UE-65286 Unable to GenerateProjectFiles with multiple client targets
Fixed! UE-65278 Binary editor and projects compile shaders during first open
Fixed! UE-65771 Add ShowdownDemo to the Wait to Build Launcher Samples Mac job
Fixed! UE-65432 GitHub 5180 : Fix wrong .natvis file path in generated Visual Studio solution
Fixed! UE-65702 Remote Building for iOS with Nativization fails with "ERROR: Precompiled rules assembly '...QAGame_4.21/Intermediate/Plugins/NativizedAssets/IOS/Game/Intermediate/Build/BuildRules/NativizedAssetsModuleRules.dll' does not exist."
Fixed! UE-65617 GitHub 5200 : Log file path issue
Fixed! UE-65588 New plugins include developer modules by default
Fixed! UE-65539 ShooterGame build from the launcher does not include client target
Fixed! UE-65006 Packaging failed with disabled plugin
Fixed! UE-65413 Match 3 - Edges of screen are cut off during gameplay
Fixed! UE-65426 [ActionRPG] Spamming potion button decreases potion count without consuming them
Fixed! UE-65235 ActionRPG has For Distribution enabled in Packaging Settings
Fixed! UE-65562 ActionRPG - Can't find file '/Script/EnvironmentQueryEditor'
Fixed! UE-65559 ARPG Linear Color Curve Warning
Fixed! UE-50730 SunTemple quality is low on iOS tablets
Fixed! UE-61752 ARPG trail emitters render with solid blue texture on Mali GPU
Fixed! UE-61751 ARPG roll no longer has a trail emitter
Fixed! UE-61323 Having an empty slot between weapons only lets player use top weapon in ActionRPG
Fixed! UE-60454 ARPG - Removed unused assets
Fixed! UE-65783 Content Examples MathHall - Error: T_1x1_Grid T_1x1_Grid Same lighting guid
Fixed! UE-65715 Deprecated DOF Warning When entering Post Processing Volumes
Fixed! UE-65861 Content Examples - Lighting needs to be rebuilt in Niagara level
Fixed! UE-65449 [ActionRPG] Weapon swapping does not update icons in HUD
Fixed! UE-65456 Crash when changing the UDP Messaging Tunnel Unicast Endpoint address
Fixed! UE-65634 TP_MultiUserViewer misc issues
Fixed! UE-65551 Duplicate nDisplay template project
Fixed! UE-65646 FlakesAccess shader doesn't compile on vulkan
Fixed! UE-65442 Crash running a game with Variant set - Assertion failed: RecursionNotAllowed.Increment() == 1
Fixed! UE-64661 Blackmagic sync output hiccups sometimes
Fixed! UE-65576 STUN and TURN servers needs start scripts for first time users
Fixed! UE-65014 Multi-User Template Project holds at 95% for a very long time
Fixed! UE-65611 Crash indexing Blueprints- LongPackageNameToFilename failed to convert 'None'. Path does not map to any roots.
Fixed! UE-65586 //UE4/Release-4.21 failing to compile - error in KismetReinstanceUtilities.cpp
Fixed! UE-63310 Sky box renders as black when packaged with nativization enabled.
Fixed! UE-63834 [CrashReport] UE4Editor_Kismet!FBlueprintCompilationManagerImpl::ReinstanceBatch
Fixed! UE-64888 Packages with Inclusive/Exclusive Nativization crashing referencing AsyncLoading.cpp
Fixed! UE-65759 (Regression) Risk of PostLoad() assert crash in all cooked, nativized builds with async load thread enabled.
Fixed! UE-65389 Ensure reopening map after changing a blueprint's component to a derived class and keeping the same name
Fixed! UE-64576 Pawn Velocity dramatically different on server and client with Client Authoritative Position
Fixed! UE-64544 [CrashReport] UE4Editor_Engine!AGameSession::RegisterPlayer() [gamesession.cpp:235]
Fixed! UE-64431 When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable
Fixed! UE-62952 "Enabled per poly collision" under "Support compute skincache" is ON causes a crash at runtime
Fixed! UE-61399 Objects get stuck when hit location is same as start ray location
Fixed! UE-62714 Physics replication is not working correctly and clients receive different results
Fixed! UE-62345 Replicated Movement doesn't replicate itself to all clients on Dedicated Server
Fixed! UE-65390 CrashReportClient callstack has cut off text on Linux
Fixed! UE-64312 Vulkan projects crash when alt-tabbing on Linux
Fixed! UE-64798 Crash when Fracturing Mesh - Assertion failed: (Index >= 0) & (Index < ArrayNum)
Fixed! UE-58866 Tooltips are not readable on Linux with Vulkan and NVidia drivers
Fixed! UE-62199 AArch64 server crashes when opening
Fixed! UE-65567 Linux: initial movie is not scaled full screen
Fixed! UE-65656 Cannot rotate camera while shooting if mouse cursor is over the edge of Mac window
Fixed! UE-65343 Skeletal Mesh with more than 75 bones crashes Mobile Preview
Fixed! UE-65311 SunTemple - package crashes on device when initializing on iPhone 6+
Fixed! UE-65464 Typo in Support Software Occlusion Culling tooltip in Project Settings
Fixed! UE-65622 CLONE - Add detection and device profiles for iPhone XS / XS Max / SR
Fixed! UE-65540 TextureFormats list in GameActivity for PVRTC has comma in wrong place
Fixed! UE-61970 Templates fail to package for Android - AAPT: error: resource android
Fixed! UE-63725 Blueprint Projects can't make APK without compiled .so Error when packaging for Android with any Plugin Disabled
Fixed! UE-63682 There is no force feedback on iPhone 6S devices
Fixed! UE-65016 OpenGLES API deprecated warnings when packaging AR Samples
Fixed! UE-64536 iOSClient is not built. Just creates {OS}Client target.
Fixed! UE-65647 Crash starting Strategy Game in OpenGLShaders.cpp
Fixed! UE-65022 Vulkan template project crashes on Android
Fixed! UE-65459 Remote Building for iOS Fails During Build Step: "File for download 'UBT-UE65273Verif-IOS-Development_Remote.txt' is not under the engine or project directory"
Fixed! UE-65860 tvOS crash on launch: "this class is not key value coding-compliant for the key"
Fixed! UE-63540 Black bars seen when launching app on iPhone X packaged with DebugGame build configuration
Fixed! UE-40545 TVOS images are throwing errors when attempting to deploy to iTunes Connect
Fixed! UE-65417 iPhone X devices do not use all available screen space causing black bars in game
Fixed! UE-65825 Rect lights emit backwards light to volumetric lightmaps from the rect backside.
Fixed! UE-65513 Crash when switching to windowed mode in OpenGL with Media Textures
Fixed! UE-65458 Texture Painting in -vulkan throws an ensure and blacks out the texture
Fixed! UE-65129 Samples rendering darker than expected or ideal
Fixed! UE-65694 Crash opening TM-Decals in -DX11 with Forward Shading enabled
Fixed! UE-65711 Instant crash when selecting viewmode "Material Texture Scales"
Fixed! UE-65697 Crash opening TM-Decals in -DX12 or -Vulkan with Forward Shading enabled
Fixed! UE-65533 One off crash launching packaged Infiltrator Demo with -dx12
Fixed! UE-64820 Hang when Merging Actors QAGame asset SM_Proxy_Box with Merge Materials Enabled
Fixed! UE-64695 Lighting from Directional Lights Dims While Moving Around in Editor with Forward Shading Enabled
Fixed! UE-65102 Exposure Metering Mode "Auto Exposure Basic" Disables Histogram Min/Max Control
Fixed! UE-65717 Crash in PostProcessAmbientOcclusion.cpp when opening TM-Decals with -DX12/Vulkan/OpenGL4 and ForwardShading
Fixed! UE-65730 Decals with Forward Shading Render Black
Fixed! UE-65470 Crash opening package with Forward Shading
Fixed! UE-65585 [CrashReport] UE4Editor_Engine!FMaterial::GetShaderMapToUse() [materialshared.cpp:562]
Fixed! UE-62873 UMG Animation spin box not updating when key is at the end of the playback range
Fixed! UE-65672 Tracks with empty space sometimes do not compile correctly in Sequencer UI
Fixed! UE-63336 Fix ranges in 4280319
Fixed! UE-64742 Crash opening ActionRPG with -game
Fixed! UE-65097 Unreal Studio: Multi User Viewer Template Menu: Next Arrow Bug
Fixed! UE-65351 QAGame Samples Build - Various errors in Rob Gray map preventing job from completing successfully
Fixed! UE-65355 Recursion crash creating a child of a blueprint component and giving it the same name
Fixed! UE-65257 Scrollbars in Output Log can become incorrectly sized when scaling the window horizontally or clearing the output log
Fixed! UE-65543 Copy & Paste are missing from Static Mesh Asset Picker List
Fixed! UE-65521 Editor crashes when attempting to reimport multiple Data Table assets that do not have an associated data source file
Fixed! UE-64838 Reset Layout option does not reset layout to default in Subeditor Windows
Fixed! UE-64981 Morph Targets have black sections when animating
Fixed! UE-64501 [CrashReport] UE4Editor_UnrealEd!UReimportFbxStaticMeshFactory::Reimport() [editorfactories.cpp:5426]
Fixed! UE-65302 SyncPathsFromSourceControl crash
Fixed! UE-65570 Generate and Invalidate Project ID do not function fully
Fixed! UE-65554 Disabled High Resolution Screenshot option still functions as enabled
Fixed! UE-65548 FBX Import Options has missing space on an option
Fixed! UE-65427 Media Texture source file browse button does not open the file explorer
Fixed! UE-61968 [CrashReport] UE4Editor_MediaAssets!UMediaPlayer::GetPlaylistRef() [mediaplayer.h:890]
Fixed! UE-65400 Niagara InitRHI crash when opening QAGame TM-ShaderModels
Fixed! UE-65279 Custom HLSL nodes crash the editor when dragging any output onto empty input pin
Fixed! UE-65510 Crash when cooking Niagara for DirectX 10
Fixed! UE-65693 Ensure occurs when attempting to create a blank emitter from the New Emitter Wizard
Fixed! UE-65568 TM-ShaderModels game crashes in DX11 if Vulkan or OpenGL is included in package
Fixed! UE-65552 Niagara GPU particles do not render in Dx12
Fixed! UE-63380 The options drop-down arrow for inputs in the stack shouldn't be a tab-stop.
Fixed! UE-63496 Niagara GPU Particles do not render in Vulkan
Fixed! UE-64927 Niagara GPU emitters are not displayed in non-cooked game
Fixed! UE-65110 Renaming a Niagara emitter from the Selected Emitters dialog clears module parameters
Fixed! UE-65796 Niagara Systems in world fail to reinitialize when DataInterface parameters are changed
Fixed! UE-59768 Crash: spawning more than 6k particles in this nearly empty map results in a crash
Fixed! UE-65768 Skeletal Mesh DI does not post an error in stack when a Skel Mesh is not assigned
Fixed! UE-65794 Log Spam from some DataInterfaces that fail to initialize
Fixed! UE-65199 Widget blueprint details continuously shift when moving objects in the widget designer
Fixed! UE-65490 Crash when undoing a copy in VRMode
Fixed! UE-65393 Empty Controller Json Files Generated by the Editor Are Not Being Recognized by SteamVR Input As Binding Options
Fixed! UE-65495 Magic Leap: Red tint on vulkan media player
Fixed! UE-65476 Editor Crashes when running with -Vulkan and a Connected Vive Headset
Fixed! UE-65107 Orientations are inverted on GoogleAR
Fixed! UE-65099 Spawned actor does not remain in fixed world location when device moves
Fixed! UE-65479 Decals are only rendering in the left eye
Fixed! UE-65720 Haptic Feedback Effect must decompress before submission
Fixed! UE-61753 Excess deferred depth copy added in for 4.20
Fixed! UE-64034 Scene Depth Buffer corruption with VR on AMD GPUs
Fixed! UE-65726 Lumin updates for 4.21
Fixed! UE-65550 Crash when physical size is 0 for a candidate image to be detected in a scene
Fixed! UE-65780 Image Write - Improve cryptic error message

GameDev News

26. October 2018

From Raspberry Pi, the home brew computing manufacturer, comes a new magazine called Wireframe.  While a game about gaming in general, it is going to have an indie developer focus, and more importantly, focus heavily on game development, both by interviewing game developers, as well as focusing on the tools and techniques of game development.  If you are interested you can get a free copy of the first issue mailed to you (plus shipping) by signing up here.  Issues will also be available on line in PDF format starting November 9th.  The website for Wireframe magazine is

Details of the magazine launch from the Raspberry Pi blog announcement:

Cutting through the hype, Wireframe will have a more indie-focused, left-field angle than traditional games magazines. As well as news, reviews, and previews, we’ll have in-depth features that uncover the stories behind your favourite games, showing you how video games are made, and who makes them.

On top of all that, we’ll also help you discover how you can make games of your own. Our dedicated Toolbox section will be packed with detailed guides and tips to help you with your own game development projects.

If you are looking for great but now somewhat dated Game development magazines to bide yourself over until November 9th, be sure to check out the archives from Game Developer Magazine in the GDC Vault.

GameDev News

24. October 2018

At the Unite LA developer conference, Unity just announced the release of a new cutting edge AAA quality multiplayer FPS sample.  The sample is available on Github, be aware you require git LFS support to be installed before you clone the repository.  Also be forewarned, the repository is huge, at least 18GB in size!  So what do you get in the sample?

Details from the Unity blog:

  • 1 fully populated arena level, including high-quality assets for HDRP
  • 2 fully rigged characters with 4 unique weapons
  • Up to 16 players
  • Deathmatch and Assault game modes
  • Support for PC with more platforms scheduled to follow
  • FPS netcode based on an authoritative  server architecture

The source code is released under the Unity Companion License instead of a standard open source license, so be sure to give that a read before continuing.  You need to have Unity 2018.3 installed to use this example, and it uses the HDRP pipeline, so a solid graphics card is also recommended.  Have some patience when first running and building the project, it is large and will take a significant amount of time the first time you build and run the project.  At least for now, due to a bug in the 2018.3 Unity beta, please do be aware of the following additional steps you need to perform to run the sample.

  1. Search for t:prefab in the Project search field. Then click on the first prefab and shift+click on the last to select them all. Right click and select Reimport.
  2. Search for t:model in the Project search field. Repeat the same steps as for prefabs to reimport them all.
  3. IF you are on a version older than beta 6, you may have had a few crashes during import. In that case you need to find GooRocket and GooRifle in project, right click and select Reimport.

You can see the FPS Sample in action and learn more about using it in this video, also embedded below.  The video was recorded on a i7 7700 with 16GB of RAM and a 1080 GPU running in Windowed mode at 1080p on Ultra graphics settings.

GameDev News

24. October 2018

Materialize, a free texture generating tool we featured last week has just been open sourced under the GPL 3 license.  Materialize enables you to quickly create texture maps such as Normal, Edge, Ambient Occlusion and Height from a single Diffuse map.  It was built using the Unity game engine and the author is hoping to see Mac and Linux ports as a result of the open sourcing.  The source code is available on Github right here.  Simply clone the repository and import into a recent version of Unity game engine to run.

If you are interested in learning more or seeing Materialize in action, be sure to check out this video also embedded below.

Art GameDev News

23. October 2018

Amethyst 0.9 was just released.  Amethyst is a Rust powered data driven open source game engine built for highly parallel and performant code and implements an Entity Component System.  The 0.9 release included a new way to draw sprites, a new networking system, an experimental runtime editor support and more.

Complete details of the release from the release notes:

  • Added base networking implementation and the amethyst_network crate. (#969)
  • Support for debug lines using DebugLines pass, and DebugLines component or resource. (#917, #957)
  • Added JsonFormat (#950).
  • SpriteRender pass to draw sprites without using Material and Mesh. (#829, #830)
  • Sprite animation uses the SpriteRenderChannel. (#829, #830)
  • State::handle_event can now handle multiple types of events. (#887)
  • Added Named Component. (#879)(#896)
  • Support for progressive jpeg loading. (#877)
  • New application_root_dir() function in amethyst_utils. (#831)
  • Load node names for glTF prefabs. (#905)
  • Added automatic camera matrix resizing to allow clean screen resizes. (#920)
  • Added the Removal component to facilitate manual entity removal and scene cleaning. (#920)
  • Added DestroyAtTime and DestroyInTime components to easily destroy entities. (#920)
  • Support for loading TGA images. (#934)
  • GltfPrefab adds MeshData as a component on loaded entities. This is not configurable until the Prefab rework. (#946)
  • Added implementation of From<Vector3> for Transform which creates a Transform using Vector3 as the translation vector. (#946)
  • New vertices() method on MeshCreator trait. (#946)
  • Support for text alignment (align left, center, right). (#965)
  • Support for multiline text. (#965)
  • Added custom aspect ratio to OrthoCamera. (#983)
  • Added AntiStorage documentation to the book. (#997)
  • You can now stop the rotation of the FreeRotationSystem by setting HideCursor.hide value to false. (#997)
  • Support for logging to file, toggle for logging to stdout. (#976, #994)
  • Added a Hidden Component, that hides a single entity, and a HideHierarchySystem that toggles Hidden on all children when used. (#1001)
  • Documentation for drawing sprites. (#971)
  • Added shadow_update() and shadow_fixed_update() to the State trait. (#1006)
  • Added configurable width for debug lines. (#1016)
  • Added TextureMetadata::srgb_scale() for default texture metadata with nearest filter. (#1023)
  • Added motivation to use Amethyst over gluing the building blocks yourself in the book. (#1057)
  • Sprites contain their dimensions and offsets to render them with the right size and desired position. (#829, #830)
  • Texture coordinates for sprites are 1.0 at the top of the texture and 0.0 at the bottom. (#829, #830)
  • Made get_camera public. ([#878)]
  • Simplified creating states with SimpleState and EmptyState. (#887)
  • Updated ProgressCounter to show loading errors. (#892)
  • Replaced the imagefmt crate with image. (#877)
  • Optimize Sprite rendering via batching. (#902)
  • Derive Debug and PartialEq for amethyst_input::Axis. (#903, #904)
  • Updated winit to 0.17 (see Winit's changelog). (#906)
  • Updated glutin to 0.18 (see Glutin's changelog). (#906)
  • Updated gfx_window_glutin to 0.26. (#906)
  • Updated hetseq to 0.2. (#906)
  • Removed unwraps from StateMachine (#940)
  • Renamed ArcBallMovementSystem to ArcBallRotationSystem. (#946)
  • Moved the ArcBallMovementSystem::get_axis method to amethyst_input/src/utils: get_input_axis_simple (#946)
  • Ui Y axis is now from bottom to top. (#946)
  • Fixed issue with global anchors not actually aligning ui elements and containers properly. (#946)
  • Fixed issue with ui events not triggering at times. (#946)
  • Reduced the complexity of the UiPass and associated shaders. (#946)
  • Added comments to UiPass and shaders explaining what is going on. (#946)
  • The z in UiTransformBuilder now defaults to 1 instead of 0, allowing to skip defining the z in the ui prefabs. (#946)
  • Added comments to ui prefab. (#946)
  • Summarized all use amethyst:: statements to allow collapsing in IDE's. (#974)
  • Application now uses EventReaders to determine what events to send to the States, more information in the State book chapter (#996)
  • Breaking: Refactor TextureMetadata so filter method and clamping can be configured more easily (#981)
  • Renamed PrefabData functions to be easier to understand (#1008)
  • LMenu and RMenu key codes, following the winit update. (#906)
  • Material ids in GLTF loader caused multiple GLTF files to get incorrect materials applied. (#915)
  • Fix render gamma for most textures. (#868)
  • Joint entities can only be part of a single skin: Materials are not swapped anymore. (#933)
  • Fixed regression in sprite positioning after batching. (#929)
  • Now loading default fonts from the system for UiButton (#964)
  • Fixed single frame animation (#1015)
  • Improved compatibility with older drivers (#1012)
  • Forgotten channel field on examples/ui prefab (#1024)
  • AssetPrefab loaded files at an incorrect time (#1020)
  • Removed unreachable code in TexturePrefab (#1020)
  • Fix OpenGL not rendering on window creation due to glutin bug (#972)
  • Fix debug lines panic when no lines are rendered (#1049)

More information about Amethyst is available here.  The game engine is available under the MIT and Apache licenses on GitHub.

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