This is still happening in 4.15
I can't use ScrollBox without breaking my game's camera controls.
Totally agree. Why this behavior ?
For the record, the new glow behaviour isn't an issue for me because of how it works. What bugs me is having to re-tweak all glow values everywhere in the game, while other UE versions usually didn't break content.
So the issue is not only that you would have to redo all your materials, but also that its impossible to get the look you got before.
I realy hope 4.15 has the promised Datatable variables when it comes out of preview phase! Compiler time increase makes me too happy allready!
So, the problem with resetting was because I had a virtual joystick and a g29 connected at the same time. So, it seems like the plugin can't handle multiple joysticks/steering wheels at the same time. When disabling vJoy, the g29 works as expected.
If I understand RawInputSettings.h correctly though, you're supposed to be able to set an "Offset" config option, that doesn't seem to work.
Inverts the axis, but doesn't offset it.
I think I saw what might become a bug in RawInputWindows.h, the FAnalogData constructor that takes arguments doesn't propagate InOffset to Offset.
I can't see that constructor being used anywhere though, so I guess that isn't the cause of the issue here.
I need the Offset option since the pedals goes from 1 in default to 0 in pressed down (-1 to 0 in inverted) and the steering wheel's range is [0, 1] instead of [-1, 1]
I guess this should go to the answerhub instead though. Will create a post later.
Last edited by danjo133; 01-31-2017 at 08:49 AM.
There is a problem with MSAA and using masked materials. I made a post on Answerhub.
Michael Hegemann - https://twitter.com/HegiDev
Downloading now to take a look! Good work, as always guys!
Have you guys done anything in the Post Process? The colours are a bit darker (or the contrast higher, I dunno) than in 4.14. I haven't changed anything in my project.
I feel like i'm missing something. Probably a noobish question but, i grabbed the source on github, i can compile and make it work without any issue.
Now i would like to add a thirdparty, i put it in Engine/Source/Thirdparty, it has a sweet XXX.Build.cs in it that works in 4.14.3, but it seems that it never gets read in my 4.15 build, and the lib isn't added.
I must be missing something obvious.
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.
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
Rock on! You lads and lassies are blasting away those bugs. Keep it up!
Is UE-41298 fixed? Checked the status seems fix?
What just happened with Desired Max Draw Distance?
I've opened my map and everything started to cull too early. I had a map made from large merged meshes and finely adjusted Desired Max Draw Distance per mesh. In 4.15 Max Draw Distance seems to work differently. It feels like it takes distance not to mesh center but to furthest boundary of mesh, something like that. As a result, meshes began to disappear at noticeably shorter distance than before. Apparently, I can re-adjust Max Draw Distance per mesh with bigger values, but... why did this happen, anyway?
Is this a designed change? Was draw distance being incorrectly treated in 4.14? Or is it a bug?
Filed a bug: https://answers.unrealengine.com/que...ed-in-415.html
Last edited by diamond3; 02-01-2017 at 06:55 PM.
Awesome, thank you so much! You guys fixed every issue I needed <3 <3
Impromptu Procedural Ladders makes ladders super easy.
Impromptu Procedural Handrails makes handrails super easy.
Impromptu Fire Propagation is basically the fire from Far Cry 2.
InFlux Example Game is a sample game featuring two levels from the UE3 game InFlux and some potentially helpful blueprints.
Pledge to my Patreon maybe
Blog | Impromptu Games | twitter |
Posted a few small things on the answerhub, but there are two things I am not sure how or where to post..
So I think its best to post it here to potentially discuss or let Ellis decide weather its worth a post.
"On ctrl + b browser pops up auto-selecting the material/emitter/etc you where working in.
An editor option to disable this and just pop up with last selected in content browser would make my workflow much better."
"Selecting constant curve in cascade’s distribution created a collapsed empty version, workflow would dictate it to be open. (could save me a few hundred if not more clicks a day)
(seems semi-random, or I dont see the logic)"
Luos's Modular Cave Pack - 500+ meshes! (try the free version!)
4 Elements pack! - Both defensive and offensive!
A Particle A Day project pack 1 - 28 particles, soon to be 56!
A Particle A Day Project - Soon to be continued! (grr @ real life)
2016 VFX Showcase & Rad Rodgers VFX Showcase!!
someone please help this In-App Purchase issue on iOS which didn't happened on 4.14.3, once open project in 4.15 IAP not working anymore!
Last edited by dizzynoob; 02-02-2017 at 05:02 AM.
Is physical units for directional light intensity going to be added in 4.15?
I have 4.15 preview 3 compiled on Linux, and UE-40736 (in fixed-list for this preview) appears to be broken still? I did a quick scan of the git commit log, and I dont see it in any of the commits for 4.15-preview3 (unless I biffed somehow with the command line tools).
Fails packaging 'Daydream & Cardboard' app in 4.15.3. Error messages:
[aapt] D:\github\memory\Intermediate\Android\APK\bin\AndroidManifest.xml:4: error: No resource identifier found for attribute 'enableVrMode' in package 'android'
[aapt] D:\github\memory\Intermediate\Android\APK\bin\AndroidManifest.xml:4: error: No resource identifier found for attribute 'resizeableActivity' in package 'android'
Looks like it is trying to use Android N features.
Cardboard-only build completes but crashes on device.
In 4.14.3 it was possible to build such app for android-21.
So far, this renders 4.15.3 unusable for me I have Android 6 on my phone.
Last edited by diamond3; 02-02-2017 at 04:48 PM.
Set the Android SDK Level to android-24 in the Android SDK project settings, but leave NDK level at android-21. Set your target SDK to 21, not 24. This will fix the compile error. Also make sure you install SDK Platform 24 with SDK Manager (only 19 and 21 are installed by default by Codework for Android).
Have anybody experienced problems with MultiThreading?
Testing source build of 4.15 now, from preview 1 to 3 frunnable Run() is called on null object in Development builds (debug build works ok).
Trying to make a test project.
UPD: no, that was my bug sorry.
Last edited by Yata; 02-04-2017 at 02:14 AM.
Android splash screen is not working on my project with SDK/NDK android-19, portrait. But it works on another project with GoogleVR, set to SDK android-24, NDK android-19.
Bug report and more details: https://answers.unrealengine.com/que...n-android.html
Edit: There's no bug! Sorry, guys! On the debug log I found it was disabling the launch image because Advanced APKPackaging>GoogleVR deployment mode was set to Daydream & Cardboard. I set it back to Cardboard and it's working now. It changed by itself on the project update to 4.15.
Last edited by RVillani; 02-03-2017 at 04:31 PM.
How did you guys apply the 'include what you use' model? Automatized using for example https://include-what-you-use.org/ ? I can imagine due to the reflection system in UE4 its hard for tools to understand the code base