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4.11 Transition Guide

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    4.11 Transition Guide

    Dear Community,

    Yay for 4.11!

    This is a place where you can post compiler errors you have resolved while transitioning from 4.10 to 4.11!

    You can also post issues or questions here, challenges that you encounter while upgrading to 4.11 so that the whole community can assist you in one central location.

    Enjoy!

    Rama
    Last edited by Rama; 03-31-2016, 08:15 PM.
    100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

    UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

    Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

    #2
    Hey! Thanks for the thread. So, the 4.11 update was seamless for me, except for one issue. When I regenerated the project it used VS2013 instead of VS2015. Has anyone run into that?

    Comment


      #3
      OK, so it looks like I have something enabled for Android and because of that it forces a max version of VS2013. Passing `-2015` to UnrealBuildTool will force it to generate a VS2015 project.

      Comment


        #4
        SetCrowdSimulation(bool bEnable) is now deprecated to use SetCrowdSimulationState(ECrowdSimulationState NewState);

        If you want to disable completely, you need to send ECrowdSimulationState:: Disabled.
        W3 Studios

        Comment


          #5
          Trying to Rebuild ~ "Epic was unexpected at this time"

          Dear Community,

          In 4.10 and 4.11, if you installed a fresh engine installation under "program files (x86)/Epic Games", you will be unable to do a full rebuild via your VS .sln.

          You will get the error

          Code:
          Epic was unexpected at this time
          The reason is that "Epic Games" has a space in it and the old batch file for rebuild from Epic does not account for this

          To fix this, here is the replacement .bat file!

          Replace the contents of the old one here:

          Engine/Build/BatchFiles/Rebuild.bat

          with this:

          Code:
           
          @ echo off
          
          REM %1 is the game name
          REM %2 is the platform name
          REM %3 is the configuration name
          
          IF EXIST "%~dps0\Clean.bat" (
          	call "%~dps0\Clean.bat" %*
          ) ELSE (
          	ECHO Clean.bat not found in %~dps0 
          	EXIT /B 999
          )
          
          IF EXIST "%~dps0\Build.bat" (
          	call "%~dps0\Build.bat" %*
          ) ELSE (
          	ECHO Build.bat not found in %~dps0 
          	EXIT /B 999
          )

          Again please note this will only affect you when you do a fresh engine installation, it is not specifically tied to the 4.11 transition from 4.10, but I figured I'd put it here since I've now verified this issue still exists in 4.11



          Rama
          Last edited by Rama; 03-31-2016, 08:22 PM.
          100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

          UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

          Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

          Comment


            #6
            Originally posted by jamalcodes View Post
            OK, so it looks like I have something enabled for Android and because of that it forces a max version of VS2013. Passing `-2015` to UnrealBuildTool will force it to generate a VS2015 project.
            Thank you for posting this jamalcodes! I did not realize Epic had replied to my answerhub about this! (not sure if that's where you got the solution but it's all clear now)

            Thanks again!

            Rama

            Originally posted by Devero View Post
            SetCrowdSimulation(bool bEnable) is now deprecated to use SetCrowdSimulationState(ECrowdSimulationState NewState);

            If you want to disable completely, you need to send ECrowdSimulationState:: Disabled.
            Thank you Devero!

            Rama
            100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

            UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

            Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

            Comment


              #7
              Previously, you could get the BlendOutTime from an UAnimMontage* like this:

              Code:
              UAnimMontage* AnimMontage;
              // Initialize AnimMontage:
              
              float blendout = AnimMontage->BlendOutTime;
              Now it needs to be:

              Code:
              float blendout = AnimMontage->BlendOut.GetBlendTime();
              Hope it helps someone out there struggling with this.

              Comment


                #8
                Stuff I'm finding:

                FPostProcessSettings::bOverride_SceneFringeSaturation has been removed
                FPostProcessSettings::SceneFringeSaturation has been removed

                Comment


                  #9
                  I am getting weird shadows when up close to objects in the editor, does anyone know how to fix this?

                  Click image for larger version

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                  Comment


                    #10
                    Will a project still fail to launch upon outdated plugins?

                    ps. Have probably to wait for VaRest 4.11
                    LEGENDS OF EPICA | CS - SPACE ALPHA

                    Comment


                      #11
                      Not sure if this is related to the 4.11 stable or not, but my packaged build went from about 360-370MB to 580MB without any real major asset additions. (An icon, a loading splash screen, and a few small speech files.) Anyone else notice an increase in package size? (Yes, if you really wanted to, you could honestly say that 4.11 made my package large.)

                      Comment


                        #12
                        Inside of CharacterMovementComponent:

                        HasRootMotion(), has been removed without any deprecation warnings.

                        Now use, HasAnimRootMotion() instead.
                        W3 Studios

                        Comment


                          #13
                          Right click on .uproject to generate project file is now stubborn to generate VS2013, even if UE is already compiled under VS2015. To force it to generate VS2015 solution file, I had to run (from some older VS2015 discussion threads):

                          Code:
                          <Path/To/UnrealEngine4>/UE4/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="<Path/To>/Unreal Projects/<Project Name>/<Project Name>.uproject" -game -engine -progress -2015
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                            #14
                            Originally posted by Mbublitz View Post
                            Not sure if this is related to the 4.11 stable or not, but my packaged build went from about 360-370MB to 580MB without any real major asset additions. (An icon, a loading splash screen, and a few small speech files.) Anyone else notice an increase in package size? (Yes, if you really wanted to, you could honestly say that 4.11 made my package large.)
                            Is your .pak 200Mb larger? Or are you seeing quite a few .pdb files under Engine/Binaries/ThirdParty/PhysX/ that were not there with previous version?

                            For our game, .pak is just 15Mb larger..
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                              #15
                              my shipping build is 200MB larger as well
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