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Thread: Unreal Engine 4.15 Preview

  1. #161
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    https://answers.unrealengine.com/que...-check-if.html

    This is still happening in 4.15

    I can't use ScrollBox without breaking my game's camera controls.

  2. #162
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    Quote Originally Posted by Gwenn View Post
    Why is UE-41065 marked as "by design" ? If that's true, it's going to be the first time I can't upgrade to a new UE version. Breaking all emissive colors in existing projects isn't cool
    Wondering this myself, seems like a pretty bizarre change to do on purpose. Or at the very least get some suggestions as to how we can get a nice glow going without just making our emissive lighting turn white/purple.

  3. #163
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    Totally agree. Why this behavior ?

  4. #164
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    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.

  5. #165
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    Quote Originally Posted by Gwenn View Post
    Why is UE-41065 marked as "by design" ? If that's true, it's going to be the first time I can't upgrade to a new UE version. Breaking all emissive colors in existing projects isn't cool
    Yeah, that can't just be "by design" since it breaks all current content. If it is by design, then at least every material needs a checkbox where you can check if you want this new behavior where an emissive blue is getting purple and later white, but that checkbox should be disabled by default for every material that was created before 4.15.

    Quote Originally Posted by Gwenn View Post
    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.
    But it is an issue because of how it works, you can no longer get the look you had before. It is impossible now to get any saturated color that's causing a lot of bloom. For that it has to be multiplied by ~20, but once you do that with any color its just something like white. So you can't have a strong glowing blue or red material now, they will no longer be blue or red.

    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.
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

  6. #166
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    What is the reasoning behind https://issues.unrealengine.com/issue/UE-41065 ?
    It requires a whole bulk of changes to adapt to and limits artistic freedom in achieving required look.

  7. #167
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    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!

  8. #168
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    Quote Originally Posted by Marc Audy View Post
    Thanks for trying it out. I would not expect to see the values popping back to 0 so quickly. It might be interesting to see what the output from "showdebug rawinput" is as that is the plugins direct representation of the buttons and axes instead of the engine's once the data has filtered up to it. When testing with the G920 that we have in the office the numbers for both showdebug input and rawinput do not pop back to 0 or any such thing but rather hold their value until the axis/button is released.
    Thanks for the reply.

    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.
    +AxisConfig=(AxisKeyName="GenericUSBController_Axis3",AxisProperties=(DeadZone=0.000000,Sensitivity=1.000000,Exponent=1.000000,bInvert=True,Offset=1.000))

    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.

  9. #169
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    Can anyone explain why https://issues.unrealengine.com/issue/UE-39216 is marked will not fix?

  10. #170
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    Samaritan

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    4.15 p2.

    There is a problem with MSAA and using masked materials. I made a post on Answerhub.


    https://answers.unrealengine.com/que...e-problem.html
    Michael Hegemann - https://twitter.com/HegiDev

  11. #171
    0
    https://issues.unrealengine.com/issue/UE-39884

    Thank you very much Dev team

    Looking forward to upgrading to 4.15!

  12. #172
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    Downloading now to take a look! Good work, as always guys!

  13. #173
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    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.

  14. #174
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    Default tonemapping was changed to the film-looking one, with higher contrast. See the talk about emissive color, it's the same thing.

  15. #175
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    Quote Originally Posted by Gwenn View Post
    Default tonemapping was changed to the film-looking one, with higher contrast. See the talk about emissive color, it's the same thing.
    Thanks for the information!


    I found a bug:



    When providing a Material Slot name that does not exist on the Mesh, the Engine crashes.

  16. #176
    0
    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.

  17. #177
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    Unreal Engine Developer
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    UPDATE!

    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.

    Cheers!

    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
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  18. #178
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    Samaritan
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    Rock on! You lads and lassies are blasting away those bugs. Keep it up!

  19. #179
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    Unreal Engine Developer
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    Quote Originally Posted by Cr1tlord View Post
    Can anyone explain why https://issues.unrealengine.com/issue/UE-39216 is marked will not fix?
    That ticket has now been updated with additional information.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  20. #180
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    Quote Originally Posted by Raildex_ View Post
    When providing a Material Slot name that does not exist on the Mesh, the Engine crashes.
    Can you please follow these steps and report the issue to the UE4 Answerhub?

    Thank you
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  21. #181
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    Is UE-41298 fixed? Checked the status seems fix?

  22. #182
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    Quote Originally Posted by dizzynoob View Post
    Is UE-41298 fixed? Checked the status seems fix?
    The fix didn't make it into Preview 3. But should be fixed in Preview 4 next week.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  23. #183
    0
    Tried 4.15.3.
    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.

  24. #184
    0
    Quote Originally Posted by diamond3 View Post
    Tried 4.15.3.
    What just happened with Desired Max Draw Distance?
    I've opened my map and everything started to culling to 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 seemed 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, meshed start to appear at noticeably shorter distance than before. Apparently, I can re-adjust Max Draw Distance per mesh for bigger values, but... why did it happen, anyway?

    Is this a designed change? Was draw distance being incorrectly treated in 4.14? Or is it a bug?
    You should really file a bug report on AnswerHub.

  25. #185
    0
    Awesome, thank you so much! You guys fixed every issue I needed <3 <3

  26. #186
    0
    Quote Originally Posted by NiekPixelpool View Post
    I realy hope 4.15 has the promised Datatable variables when it comes out of preview phase!
    I just want to draw some more attention to this. A lot of us have been waiting on it since forever. Data tables are way less useful without it.

  27. #187
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    Champion



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    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)"
    Marketplace content:
    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!

    Other content:
    A Particle A Day Project - Soon to be continued! (grr @ real life)
    2016 VFX Showcase & Rad Rodgers VFX Showcase!!

  28. #188
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    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!
    https://answers.unrealengine.com/que...in-415-p2.html
    Last edited by dizzynoob; 02-02-2017 at 05:02 AM.

  29. #189
    0
    Quote Originally Posted by Stephen Ellis View Post
    The fix didn't make it into Preview 3. But should be fixed in Preview 4 next week.
    Hi! I've downloaded 4.15 Preview 3 and try to launch to iOS seems to be fixed! Thanks a lot.

  30. #190
    0
    Is physical units for directional light intensity going to be added in 4.15?

  31. #191
    0
    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).

    Thanks,

    jonbitzen

  32. #192
    0
    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.

  33. #193
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    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).

  34. #194
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    Samaritan
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    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.

  35. #195
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    Quote Originally Posted by jonbitzen View Post
    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).

    Thanks,

    jonbitzen
    It seems that the fix was a content update (not code change) to the Kite demo, so this wouldn't be reflected in Git source code. If you need to make changes locally in your own project, all you should have to do is un-check "Used with skeletal mesh" on the affected materials.

    Cheers
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  36. #196
    0
    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.

  37. #197
    0
    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

  38. #198
    0
    Quote Originally Posted by cageman View Post
    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
    It was a pull request. If you're intrested I can find the thread.

  39. #199
    0
    Quote Originally Posted by Themanwithideas View Post
    It was a pull request. If you're intrested I can find the thread.
    That would be great

  40. #200
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    Quote Originally Posted by cageman View Post
    That would be great
    Here you go! https://forums.unrealengine.com/show...hp?129610-Iwyu

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