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Gamepedia support Report a bad ad Help Wiki Contact us. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 1. Categories Articles Add category. Bug Fix: Added support for passing "abscrashreportclientlog" and "nullrhi" command line arguments to crash reporter monitor. Bug Fix: Fixed ensure messages disappearing in editor log. Calls to PanicFlushLog should only happen on crashes, and not ensures.

For ensures on any thread other than the main thread the editor log, which is not thread safe, the editor will lose these messages. On crashes we don't care about, like on non thread-safe output devices since we will not recover, we are only interested in the log file. Bug Fix: Fixed incorrect sandboxed paths. When the argument is an already sandboxed path, ConvertToSandboxPath was adding another copy of the path to the end. We need to test if the path is inside the full sandboxed path before testing if it's inside the project directory since the former is inside the latter.

Bug Fix: Fixed incorrect callstack in crash reports. When a ensure was reported before a crash, the callstack from the crash was added to the ensure stack frames. This is because the debug helper instance used to analyze the minidump is a singleton and not designed to be reused. Use the GetNew method to create a new instance of the helper, and delete the old one.

Bug Fix: Implemented a faster version of FRandomStream::GetFraction that doesn't require a type conversion to integer and back to float. This fix affects any use of FRandomStream::GetFraction, which will now return a different value for the same seed.

Previously, the buffer could potentially be shrunk to a very small size if you read data at the end of a file before seeking to the beginning and continuing to read other data.

Bug Fix: Fixed VS compilation issues with int32 to bool implicit conversions. Bug Fix: The engine will now skip Collecting Garbage during initial load because it's not safe since garbage collection token streams may not be assembled yet.

Bug Fix: When cooking by the book, the engine will now check if the specified target platforms are editor platforms and reject them if so. This is to prevent common mistakes when manually entering cook command lines that result in crashes when cooking. Bug Fix: Changed how the engine detects trashed user structs—instead of looking at field lists, it's now going to be using dedicated functions.

Bug Fix: Fixed Tickable objects sometimes failing to register when re-allocated with the same address as previously destroyed ones. This will hide symbols but keep type visibility as default for example, exported over needing to explicitly mark the types as exported. New: TResizableCircularQueue now supports non-trivial types and default constructed pod types. New: Added an implementation of Robin Hood hash table optimized for small keys and values. New: AddAnnotation function in various annotation classes now consistently supports moving incoming annotation data.

New: Added new API for querying extra development memory. In the CSVProfiler, this gets reported as metadata and by default, it subtracts the dev memory from the free memory stat. This includes implementations and tests for:. The conversion is now done directly into the allocation for the target string. New: Optimized engine startup times by creating and polling fewer streamable handles.

New: Implemented an experimental Robin Hood hash table container for performance-critical code. New: Attempting to read past the end of a file on Windows will once again return false rather than being silently truncated. All platforms should now treat this as an error.

New: Fixed a potential but rare deadlock when attempting to load pak file data from multiple threads at once. New: Added warning to FBulkDataBase::GetCopy to highlight cases where it would be faster to let the method allocate the buffer rather than allocating one up front.

New: Added and used StringFwd. Including StringFwd. New: Cleaned up FQueuedThreadPool interface to make it easier to plug in alternative implementations. New: Backed out pull request submitted as CL for TInterval::ToString because it interacts poorly with some as-yet-unidentified change which was robo-merged later from another stream. New: VS compilation fix for include because VS only supports include as per the standard. New: Added TryMalloc , which may return a nullptr if the memory allocation request cannot be fulfilled.

New: Made refcount validation conditional only in Debug or when slow checks are enabled. We still default to TBB malloc until the behavior has been explored in more depth. New: Fixed -nothreading logic not working properly due to one-time initialization of flag before the command line has been set.

New: Garbage Collector will now only run clustering code if clusters are enabled and when actual clusters are allocated. New: When doing incremental unhashing, Garbage Collection will no longer log each iteration to reduce log output. New: Fixed an issue with the resave commandlet not being able to perform a P4V commit after the UAsset was resaved. New: Cleaned up Garbage Collector Token Stream generation code and merged token debug info with the token stream to reduce data duplication and simplify the API.

New: Added -skipiostore UAT option to help with batch files that specify -iostore. New: Added FReferencerFinder helper class that finds all objects referencing the provided list of objects.

This is similar to FArchiveHasReferences but up to 16x faster. New: Disabled filename extension exclusions when using pak files in an editor build. New: Move module manager extra search path configuration out of FModuleManager::Get and into a seperate function which is called from the launch engine loop after the platform files are created.

Always look for pak files in the standard locations to determine whether we should create the platform layer. When looking up a decryption key, check the registered list for all guids, even empty ones. We want to support pak mounting in non-monolithic builds where we don't have an embedded key.

Remove the initialization-time check that the decryption key exists for pak files with an encrypted index. The condition to test is more complex when considering editor pak mounting, and we will get a meaningful error almost immediately afterwards anyway. New: If Garbage Collector Clustering is disabled, Garbage Collector will now run with code responsible for handling clusters compiled out to avoid unnecessary checks.

Added a separate setting for clustering generic assets gc. AssetClustreringEnabled to be able to enable actor clustering independently from asset clustering as it was possible in the past. New: Included the global UObject array memory usage in 'obj overhead' command report. New: Added 'obj overhead [-detailed]' console command to print out the total memory overhead of UObject hash tables and maps.

Improvement: Extended FStringView to make it easier to use as a drop-in replacement for FString where appropriate The family of functions that return a slice of the view has been mirrored from FString, including the variants of Left, Mid, Right, and Trim. Like FString, Equals and Compare are now available and case-sensitive by default. A string view is now treated as a contiguous container of characters which makes it compatible with many algorithms. Improvement: Garbage Collector optimization where class reference will now be completely ignored by the Garbage Collector for instances of native classes.

Additionally, the Outer reference will not be processed for Packages. Deprecated: Deprecated fixed string builders for 4. Fixed string builders are difficult to use correctly in many cases, and when used correctly, offer no performance or memory improvement over an extendable string builder of the same size.

Deprecated: Removed rollup support from DDC interface since it is no longer useful. Deprecated: Added deprecation warnings when using the old non-EDL loading path in cooked builds and when cooking.

Deprecation warnings can be disabled by adding the following lines to DefaultEngine. Bug Fix: Fix to handle an invalid platform passed to the cook commandlet without a fatal assert. This is a fix for not being able to cook plugins content.

Bug Fix: Fixed iterative cooking on Windows when the project is outside of the root directory but on the same drive. Avoid performance cost of calling CreateTempFilename for cases where we don't actually need a temp filename cost involves a FileSize check with the file system.

Avoid the performance cost of calling FileSize to get the saved size of packages and use the recorded buffer size instead which gives uncompressed sizes. When saving packages asynchronously, the UPackage::FileSize field was populated with the filesystem size of the package, but since that may not have been written yet by the async writer, it was often set to uint64 When computing the MBWritten cook stat, make sure that bulk data is included in the accumulated total and that the stat isn't calculated incorrectly in DiffOnly modes.

Temporary files would be left lying around if the package was determined to have no exports or to have been completely nativized. Bug Fix: If chunk size is too small, abort generation of streaming install manifest.

Bug Fix: To fix log spam of about 1. Testing notes include:. This fixes the performance issue of unnecessarily generating AssetRegistries for unused platforms when cooking in the editor. Tested by a full cook with debug code that checked using check whether the parameter values and expression IDs output from the old code path was equal to the parameter values and expression IDs output from the new code path.

New: To save time when the sandbox directory has many files to delete, delete the Sandbox directory asynchronously while the rest of the cook goes ahead. Changed the following:. Introduce IterateDependentFunctions as a method to reduce temporary allocations when computing dependent functions.

Add transient UMaterialFunction::DependentFunctionExpressionCandidates field computed in PostLoad and PostEditChangeProperty with only function expression types that we might have dependent functions on to reduce the amount of time we spend iterating on FunctionExpressions and casting them to see if they're a type we could have to get dependent functions from.

Analysis of the code shows that constructing those component contexts is pointlessly hitting the allocator or bloating the TArray because they will not do any useful work in their destructor.

New: Optimize significant callers of FName::ToString to save about 30 seconds when cooking a large title. New: Optimized FindTargetPlatform and its most expensive caller during cooking to save 42 seconds of wall time when cooking a large project. New: Optimized ShaderPipelineCacheToolsCommandlet to reduce the execution time of the build command by 90 percent on a large title—time savings affect full, iterative, and single-package cooks.

New: Optimized IsEventDrivenLoaderEnabledInCookedBuilds to not query the config system for the current state, but just use the global cvar variable that the config system writes to.

New: In the Cooker, do not traverse primitive components to update the material resulting in a minor speed improvement. Improvement: Major update which makes -DiffOnly cooks 20x faster to help find non-deterministic cooking issues. Testing on a large title showed a Bug Fix: Fixed an out-by-one bug with -avg for CsvCollate 1.

The stats were being divided by csvCount-1 instead of csvCount. Bug Fix: Fixed a bug occurring in scenarios where reporting ensures to the Crash Report Client would overrun a fixed size string buffer. This issue appeared after two ensures fired, since the dynamic string buffers lifetime was equal to the crash reporting thread, and only reset on initialization.

These enum entries aren't exposed to Blueprints and Python, so they were causing UI issues or script syntax errors. Bug Fix: Crash report client doesn't need full access handle to runtime when monitoring. This behavior triggered anti-cheat warnings in some cases. Use a limited access flags instead. Bug Fix: Made StaticFindObject handle "any package" search with specific package name supplied in object path, fixing the ambiguous search warning.

Bug Fix: Fixed issues with plugin stack traces not resolving correctly. Disabled on demand symbol loading due to an issue where modules that are not in the main binary directory would not have symbols loaded correctly. This manifested as "UnknownFunction" entries in the logged stack trace. External crash reports were not affected. Bug Fix: Fixed unterminated number parsing for new FName constructors with fixed length. Bug Fix: Made StaticFindObject handle nested subobjects when searching for any package without a package pointer.

Bug Fix: Fixed LevelStreaming when changing desired level between request and completion with a loaded level. Pending unload is never processed and the state machine stays indefinitely in the LoadedNotVisible state.

Bug Fix: Fixed FMacPlatformProcess::GenerateApplicationPath to prevent searching applications anywhere on the machine anything indexed by Spotlight rather than just looking under the Engine directory as specified by the function's documentation.

Bug Fix: To handle Presaves that cause a circular reference that loads the package being saved again, moved ResetLoaders after Presave. Bug Fix: Fixed various LLM scope counters, added some missing texture scopes, and removed the explicit RHIMisc scopes from uniform and structured buffers so the parent scope is used. This makes tracking down buffer memory much easier and more correct , as the various calling scopes will inflate rather than a single large RHIMisc scope containing all uniform and structured buffer allocations.

Before the fix, it was initialized to zero without being set. More advanced use cases that compare multiple custom versions should use new FCurrentCustomVersions::Compare instead of looping over versions and doing lookups.

New: Implemented unique Algo to remove duplicates from a range similar to std::unique. New: Allowed TruncToFloat intrinsics used on platforms that support them. New: Added FName length bounds-checking on top of existing check to guard against malicious input in shipping builds. New: Added functionality for bImplicit send configuration variable when Crash Report Client runs in monitor mode.

This allows a game to automatically send crash reports without user interaction, displaying a native OS dialog when completed. New: Removed unnecessary circular dependency load deferring work during property serialization when EDL is enabled. New: Made the following classes final when they already had a final virtual destructor:. The batch serialization is used by the new IoStore and AsyncLoading2. New: Added stateful deleter support to TUniquePtr. New: Implemented the following engine init optimizations and new string conversion paths.

New: Added TEqualTo as a binary predicate to perform equality comparison of its arguments. Algo::Replace can be used to replace FString::ReplaceCharInline on array views of characters such as on a view of a string builder. UE::String::ParseLines can be used to split a string view on line endings to find the non-empty lines in the view.

UE::String::ParseTokens[Multiple] can be used to split a string view on one or more single-character or multi-character delimiters. Extend Algo::CompareByPredicate to allow the input ranges to be different types and to take them by universal reference. The new functionality includes:.

New: Added string view constructors and a string builder append operator to FName. Improvement: This major improvement includes unversioned property serialization disabled by default, resulting in 2x faster loads and 6x more compact compared to tagged property serialization. The most important differences to tagged properties are the following :.

Improvement: Added initial capacity for container allocators so containers can start with inline allocator capacity. Bug Fix: Fixed PerfReportTool issue when adding numeric and non-numeric metadata to summary metadata columns. When this happens, we just convert the column to strings instead of throwing an exception. New: Added boundedstatvalues summary type for visualizing particular stats between two events, with configurable columns.

Added snapToPeaks property for graphs, so that it can be disabled in some cases for example, with smooth graphs. New: Added support batched graph generation for PerfReportTool. This update increases performance by 30 percent over the old multi process method, and significantly lowers CPU and disk usage.

Fixed determinism issues with report generation Test cases are now identical between runs. New: New concept "channels", which categorizes events into named groups. This allows users to manage the amount of trace data generated. Channels are disabled by default, and can now be toggled during live sessions. This replaces the previous arguments.

New: New "Session Info" tab showing general info for current trace session being analyzed. New: Available info: session name, URI, analysis status, session duration, analysis modules. New: Added a splash screen to appear each time session analysis is started in a separate process. New: Added "Auto-start" toggle option to allow session analysis to automatically start for new live sessions. It is also possible to set a filter by Platform or by Application Name for live trace sessions allowed to auto-start.

Trace session analysis is now started in a separate process "Viewer mode" , for each session being analyzed. A single Browser window can be open at a time.

Improvement: Renamed the " In this case Unreal Insights starts directly in "Viewer mode". New: Analysis: Implemented reading from session while holding write lock. Improvement: Changed the Networking Insights tabs to open automatically only if the trace has net events. The packets with no event matching the filter will be displayed with a faded color. Bug Fix: Fixed issue where scope IDs of zero could sometimes be traced out from dynamic scopes.

New: Cleared up load time profiling instrumentation--mainly removed tracking and reporting of internal EDL events. Added support for having multiple async loading threads.

Added AsyncLoading throughput graphs. New: Implemented tracing of network traffic to Unreal Insights, which allows capturing all game network traffic which can be visualized using the new Network Insights tab.

Crash Fix: Fixed a rare crash when trying to display a timing event having no name invalid timer. Bug Fix: Fixed the vertical scrolling issue with track being discovered on the fly for example, total vertical height of all scrollable tracks is now properly computed all the time. Bug Fix: Fixed "auto snap to limits" for vertical scrolling to allow "any position inside view" when the total height of all tracks is less than the height of the view.

Make sure we've got our breakpoint at the module call and we've run through the application until we hit it. Now we want to run "Step Into" F7. This will jump into the function we're currently on, then immediately halt the game again. We have a key variable initialisation, then it is fetched, then we decrypt the data. The check should be compiled out of Shipping builds, so we can ignore that bit.

Because the variable initialisation might be fairly complex, let's start at the bottom of the EXE code and work back up. Working upwards, there are a few module calls, I reckon these are the final DecryptData function call. The goal now is to step through and start looking at our memory. Above I have added a breakpoint where I think we're getting the decryption key. So I continue running until I hit that point, then I hit the "Step Over" F8 debug button to run the module function in it's entirety I don't care how it gets the key, I just want it to get it.

Once we've stepped over, pay attention to the section to the right of x64dbg I've screenshotted the moment I stepped over above. This shows us our registers just keep going if you don't know what that is, we'll be fine. The ones highlighted in red changed in the last debugging step. Right click each one and choose "Follow in Dump", then look in the "Dump 1" window at the bottom of x64dbg to see what is there.

Here, my RCX register has the correct key for my imaginary game. This is in Hex, and you will want to convert this into Base64 for Unreal. I just Googled "Hex to Base64 encoder" and found plently of sites for this. You will want to create this file somewhere and add the following:.

Here you can see the key, and some settings for how it is used. My test game encrypted both the index and the ini files configuration files. You will need to play with these if you aren't having luck and the developer has encrypted all their files.

I recommend UModel for actually doing something with the resulting data. Disclaimer Note: I will not be helping you find keys for specific titles. What We're Doing Some games encrypt their data files to try and avoid people from seeing the source assets. Do We Need The Key? The Unreal Engine comes with a tool called UnrealPak. IsValid Then off we go! Getting Setup Boot up Unreal Engine and create a new code project using the same version the target game was built in.

Attaching To The Game Most games have some sort of launcher or third-party integration that stops you directly launching the game. Find your install of GFlags and run it. Last edited: Nov 12, Reactions: srg Coomer New Member. Apr 20, 10 6. Any way to add female body hair, that's not pubic? I wanted to know since you can have tattoos on your whole body. Any mods or glitches? Anjuone New Member.

Nov 11, 3 0. I really like this game, you guys count on my support. Keep in that way. Voxx Newbie. Aug 25, 27 So I just downloaded this game and I am confused. Uhm, there are a few changes here and there.

I actually have a little list here. Not everything is on it though, they want to keep a surprise for when it's ready. You know. So uhm, I'll just read it here for you. Uhm, let's see. So these are just a few things that got changed.

Uhm, I've heard there might be a possibility that other things would be added to that list. I don't know. Anyways that is all I can tell you for now. Uh, check those cameras, and remember to close the doors only if absolutely necessary.



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