The 4.4.1 Hotfix is now live! Please make sure to remove any applabels from your target parameter if you had any implemented to opt into the preview.
4.4.1 Fixes:
Unreal Front End: Fixed a crash that occurred when using cooking-on-the-fly with MacNoEditor
Oculus Rift support has been updated to use the Oculus 0.4.1 Beta SDK
Fixed a crash when opening animations from the Military Weapons Asset Content Pack on the Marketplace
Fixed a bug where mouse handling was broken on Mac
Blueprints: Added a redirect to the base engine ini which allows existing content to point to the correct location for an enum, fixing a compatibility break
[=benjamin.smith;126930]
Can we expect the [FONT=Helvetica Neue, Helvetica, Segoe UI, Arial, freesans, sans-serif]EpicGames/UnrealEngine@ee3213c](https://github.com/EpicGames/UnrealEngine/commit/ee3213c7) to be rolled back pre-4.5.x for a 4.4.2 Hotfix anytime soon?
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The fix is easy to backport, but bug is not a ‘blocker’ as the crash is occurring at the end of the unloading of Editor (no risk of data loss).
If you don’t use SVN (using Perforce, Git or Mercurial) you can disable the Subversion plugin to remove the crash.
[=;127032]
The fix is easy to backport, but bug is not a ‘blocker’ as the crash is occurring at the end of the unloading of Editor (no risk of data loss).
If you don’t use SVN (using Perforce, Git or Mercurial) you can disable the Subversion plugin to remove the crash.
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Ah yes thank you for pointing that out to me
Some of my colleagues have been reporting problem and were worried about potential corruption of auto-save, etc… type files leading to data loss.
Hi,
just tried the updated Version of UE4 and get a judder while moving my head, but it stays absolutly smooth while moving with mouse or controller. I guess it is not a performance. Otherwise it should judder with the mouse movement too. Played with the “Engine Scalability Settings” but that changes nothing. Does anyone has the same problem?
[=hippopotamus;127810]
Hi,
just tried the updated Version of UE4 and get a judder while moving my head, but it stays absolutly smooth while moving with mouse or controller. I guess it is not a performance. Otherwise it should judder with the mouse movement too. Played with the “Engine Scalability Settings” but that changes nothing. Does anyone has the same problem?
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Hi hippopotamus,
While 4.4.1 was still in “preview” a few users reported the judder and received the following response:
[=JesseLord;127727]
When is said:
Oculus Rift support has been updated to use the Oculus 0.4.1 Beta SDK
Does it mean that I can use Direct HMD Access mode? or do I need to use Extend Desktop mode still?
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Been using direct mode fine with the hotfix PREVIEW for the past few days or so, so yes as said. Add a console command “FULLSCREEN” to your level blueprint to start in fullscreen so you don’t have to alt/enter everytime. There are other methods too. If you do that it’ll work in direct to rift even from the editor (play in standalone window).
As for judder? Check your framerates - silky smooth here if above 75fps, if not, there is judder.
[=Sharpfish;128332]
Been using direct mode fine with the hotfix PREVIEW for the past few days or so, so yes as said. Add a console command “FULLSCREEN” to your level blueprint to start in fullscreen so you don’t have to alt/enter everytime. There are other methods too. If you do that it’ll work in direct to rift even from the editor (play in standalone window).
As for judder? Check your framerates - silky smooth here if above 75fps, if not, there is judder.
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Sharpfish, could you please describe how did you get 75fps? And what’s your hardware as well?
I’m struggling to get anything above 30fps with the FPS template for example, packaged or not.
2xXeon 5650, 24GB RAM, GTX 470 1280MB
(not top of the line GPU, but there’s a wall and a cube in the scene!)
[=KillerPenguin;133482]
I hated it when it said ‘solved’ but nothing really get fixed…
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Hi KillerPenguin,
I understand how the ‘Solved’ tag on the AnswerHub can be confusing, but it is used in reference to the act of you reporting the bug, and not the bug itself. Once we have submitted the bug-report internally, then we don’t require any more information and we are done with the AnswerHub post, and marking it as “Solved” clears it from our assignment tracking. Once a bug-report gets made internally, it is prioritized by our engineers, and depending on the priority and the difficulty to implement the changes, it may take a while before an update occurs.
We are investigating ways to better communicate the status of bugs to our users, and we are eager to get the new system rolled out when it’s ready.
I just noticed there is an update available in the launcher (as of a few minutes ago), but I don’t recall it being announced. Is an update to 4.4.2 (the same as the current 4.4 github branch)? I just want to make sure before downloading, as I was affected by the phantom 4.4.1 Thanks
ps. It would be great if the tool-tip that pops up when you hover the orange ‘i’ info icon would inform you of what the update number is that will be downloaded.
[=;137854]
I just noticed there is an update available in the launcher (as of a few minutes ago), but I don’t recall it being announced. Is an update to 4.4.2 (the same as the current 4.4 github branch)? I just want to make sure before downloading, as I was affected by the phantom 4.4.1 Thanks
ps. It would be great if the tool-tip that pops up when you hover the orange ‘i’ info icon would inform you of what the update number is that will be downloaded.
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