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Thread: Unreal Engine 4.10 Preview

  1. #1
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    Unreal Engine Developer
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    Unreal Engine 4.10 Preview

    PREVIEW!

    A Preview of the upcoming 4.10 release is now available via the Epic Games Launcher and GitHub. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

    We encourage users to check out the preview to try new features and inform us of any issues which we may not have caught. A Known Issues List is provided below which will be updated periodically. If you discover any additional issues with this preview release, please report the issue on the Bug Reports section of the Unreal Engine AnswerHub.

    4.10 is a smaller release than previous releases. We focused less on new features, and more on bug fixes. Our goal is for 4.10 to prove to be a very stable release for everyone to develop on.

    4.10 Preview Summary

    This list provides a brief summary of updates in this release. Full release notes will be made available with the final 4.10 release. We may not be able to provide additional information about updates at this time.

    • Build Updates:
      • The launcher distribution of the engine now requires Visual Studio 2015 for code projects. Visual Studio 2013 and 2015 are both supported on GitHub.
    • Platform Updates:
      • Multiple gamepads are now supported for Android along with identifying some common controller types and mappings.
      • Support for an optional launch screen for Android projects has been added.
      • Xcode Project Overhaul. Instead of a single project containing multiple targets we now have a workspace consisting of multiple projects, one per target.
      • SDK upgrades: Visual Studio 2015, Xcode 7, iOS9/MacOS 10.11 El Capitan, PS4 SDK 3.00, Android Marshmallow/6.0
      • Users are now able to explicitly select a mobile provision and certificate in the iOS Project Settings.
    • Mobile Rendering Updates:
      • Refraction on Mobile enabled on iPhone 5S and above and Android_High
      • Material Quality Level Scalability System for Mobile. Allow your mobile game to scale all the way down to low end devices, without sacrificing quality!
    • VR Updates:
      • In order to optimize rendering for head mounted displays, we’ve implemented Hidden and Visible Mesh optimizations. These two optimizations ensure that we do not spend GPU time working on pixels that will not be displayed in the actual device, because of lens distortions.
      • We’ve updated Motion Controller Components to now do a late-update right before we begin rendering. That means that controls will feel more responsive, and better reflect what the player is doing in the real world.
    • Landscape Updates:
      • Landscape Mirror Tool. Easily make symmetrical landscapes!
    • Editor Updates:
      • Blueprint Node Alignment Routines. A comprehensive set of layout routines for fast organization of blueprint graphs.
      • An experimental state for Sequencer (the future replacement for Matinee).
        • To enable Sequencer, go to Edit > Plugins > Editor > Level Sequence Editor. Create Level Sequence assets under the Animation menu.
    • Additional details and bug fixes will be communicated in the full Release Notes for 4.10!


    More than 300 bug fixes have been included in this Preview, and additional fixes will be added leading up to the final 4.10 release.
    Last edited by Stephen Ellis; 10-16-2015 at 11:36 AM.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  2. #2
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    Known Issues List

    This is a list of recently discovered bugs in our 4.10 Preview engine release that includes high priority bugs discovered by Epic, as well as all confirmed community-reported bugs. We will attempt to resolve critical bugs before the final 4.10 release, other bugs that do not block development or have workarounds may be marked to be fixed in one of the future hotfixes or major releases.

    Please be aware that this is not a comprehensive list of all engine bugs, it is simply a snapshot of some of the latest bugs discovered with this preview release. This list will be periodically updated with new additions and to reflect which ones have been fixed internally, so be sure to check back!

    Known Issues in 4.10 Preview 4 - CL 2749536

    UE-22844 More Fixes for analytics event for abnormal editor termination
    UE-22838 Revert 2738109 as it is causing as many problems as it fixes
    UE-22820 Engine crashing on stopping PIE when AI is using BT Simple Parallel
    UE-22628 Hot reload fails when project name doesn't match target name
    UE-22550 Toggling MobileHDR and then using Launch On Android crashes compiling shaders
    UE-21958 Slate/UMG: Update Checkbox, Slider, ComboBox to work with controller
    UE-21948 Create Plugin DRM API Stub
    UE-18047 UEdGraphNode's NodeWidget ptr is unsafe
    UE-21305 Distance field shadows cull objects in front of the near plane incorrectly
    UE-21304 Distance field shadows not working on AMD code workaround
    UE-21240 Duplicating an instanced sub-object property and proceeding to undo, compile, redo will crash
    UE-19837 Crash when HotReload UMGEditor
    UE-20604 Code signing Mac when a windows host cooks and paks
    UE-22599 Vehicle Advanced - Gear and Speed missing in Third Person View
    UE-22539 ContentExamples Particles_Intro is too dark on Mac
    UE-22703 Specifying a custom UMovementComponent class via SetDefaultSubobjectClass() does not seem to serialize default value edits correctly on the CDO.
    UE-22442 Find-in-Blueprints fails to collect implemented interface graphs
    UE-22852 Node comment bubbles no longer appear in editors (BP, material)
    UE-22859 Editor crashes on hot reload for something that isn't reinstanced
    UE-22812 Forward Rendering Override 'High' setting not affecting Android or editor preview modes
    UE-22810 Switching between Android and iOS Rendering Preview doesn't respect FR Overrides
    UE-22731 Crash undoing the redo of deleting a bp instance with edits after modifying class
    UE-22732 Components added to instance lose transform on undo if deleted and class edited
    UE-22726 First Person templates have various can't find file warnings when cooking
    UE-22738 SunTemple crash during first launch on iPad 4
    UE-22851 Running Automation Test for Directory Watcher Causes the Editor to Crash
    UE-22880 FullScreen Immersive on KitKat and above devices still shows device buttons
    UE-22840 UMG animation timeline runs the length of the visible timeline when previewing animation
    UE-22778 Detour AI Controller Not Functioning Properly
    UE-22673 ContentExamples Blueprint_Input_Examples enemy ship does not spawn
    UE-22632 Building the Engine using Visual Studio 2015 can fail if Windows Driver Kit is installed.
    UE-22631 ContentExamples - Blueprint_Communication and Blueprint_HUD crash in standalone game
    UE-22636 ContentExamples - Effects Map Lighting Needs to be Rebuilt
    UE-22626 StrategyGame - Mini map and health bars not visible in launch on
    UE-22512 ClassAssetID's within a struct do not maintain their default value when reopening the struct
    UE-22471 Crash when attempting to PIE after undoing deletion of a component
    UE-22459 Failing to compile Code project in Binary build ('HeadMountedDisplayCommon.h')
    UE-22498 Startfpschart is not capturing avg GPU time on some Macs
    UE-22455 SunTemple landscape has rendering artifacts on low end devices
    UE-22418 Sky sphere is flickering blue in default level using OSX Mavericks
    UE-22406 Reflections not displaying properly in OSX Mavericks
    UE-22391 Particles are not showing up in P.I.E.
    UE-22540 IK collision causing jittering on cloth in Content Examples map
    UE-22522 Content Examples - 6.1 self shadow object not working properly
    UE-22519 LandscapeMountains trees disappear as you get closer
    UE-22432 Strategy Game base upgrades spawn on top of each other
    UE-22347 GDC2014 (FeaturesTour2014) Load Errors for Failed to Import Assets
    UE-22537 ContentExamples Post Process Blendables shows incorrect effect
    UE-22422 Projects are crashing on the iPhone 6
    UE-22616 Cannot Create a New Project if Windows Username Contains a Special Character
    UE-22602 Using Fixed Frame Rate Increases the Speed of Auto Save
    UE-22118 Renaming component causes Engine/Transient save error
    UE-22206 Xbox One: Controller reconnect prompt displays "Cross Button"
    UE-22204 Xbox One: Some particles in Elemental demo are missing
    UE-22202 DoF Focal Distance and Region not respected in Mobile/Metal Preview or Deployment
    UE-22199 UFE package shipping HTML5 hangs at Launching UAT
    UE-22166 HTML5 Cook on the fly will launch and then close browser
    UE-22165 UFE cook on the fly (shipping config) fails to load descriptor file on game launch
    UE-22381 Deleting a Struct Attached to a Variable in a Blueprint Prevents it from Compiling
    UE-22523 Translucent Surface Material and Additive Particles not rendering on Metal in Shipping/Distribution
    UE-22074 Editor crashes upon opening with -opengl3
    UE-22066 Side Scroller 2D example map could not be found warning
    UE-22119 Multiprocess Cooking on Mac hangs during Cook content
    UE-22518 Asset Override Editor does not have vertical scrollbar until window is resized
    UE-22367 Transparency for Widget components is not working on iOS devices
    UE-20526 Crash swapping to Morpheus VR screen from PC game
    UE-21961 Surfaces in firefox are reflective when launching from Mac
    UE-21975 Crashes on the SHIELD do not produce callstacks
    UE-21899 Failure to load libeay32.dll causes crash when opening EngineQATest project in 4.10 Binary
    UE-21700 BP_Spline_Location still using depreciated functions in Content Examples project
    UE-22782 Reimport does not respect the Combined Mesh Checkbox
    UE-22874 Adding Text Render Component at Runtime Crashes Standalone
    UE-22876 Sidescroller Character Gets Stuck on Platform Edges When Moving on Tick
    UE-22878 Behavior Trees cannot be saved if the Blackboard assigned to it was opened before opening the Behavior Tree from the Content Browser
    UE-22623 Hidden In Game option for Layers in TileMap Editor not working
    UE-22897 Opening a DataTable that is set to a Struct that is using a Key variable will crash the editor
    UE-22696 Crash on importing specific Skeletal FBX exported with FBX2016
    UE-22245 Editor Crashes When a Component and Actor Implement Two Interfaces
    UE-22192 Compressed cooked packages feature is not functioning correctly.
    UE-22183 Duplicated Blueprint Causes Incorrect Target for Events
    UE-22435 Creating a Data Table Using a Struct with a Slate Brush Variable Causes the Editor to Crash
    UE-22373 Rapidly Undoing in Animation Blueprint Causes the Editor to Crash
    UE-22311 Weight Layers and Alpha Layers on Material create Black areas when Painted on a Landscape
    UE-22839 Custom Component Being Added to Wrong Target Blueprint
    UE-22845 Trigger Volume Blocks First-Person Template Projectile
    UE-22462 Naming an Event Dispatcher the Same as an Overridable Function Corrupts the Event Dispatcher
    UE-22271 SetMasterPoseComponent overrides any SetMorphTarget operations
    UE-22214 Crash when viewing Lightmap Density mode and with Vert
    UE-22207 Zipping up projects with / creates folders to nest the zip in
    UE-22205 Reimporting a static mesh will reset multiple properties in the Static Mesh Editor
    UE-22193 Using the down arrow key in the Toolbar's Blueprints > Open Blueprint Class sub-menu will immediately open the first Blueprint listed
    UE-22622 Zooming in or out and then quickly panning to the left or right causes the camera to snap back to original position.
    UE-22607 Procedural Sounds Dropping First Samples
    UE-22344 Opacity is not receiving Input for Material Functions
    UE-22707 Ribbon Type Particles will not follow Local Space Particles when assigned as Source
    UE-22777 Adding widget to viewport on code overlap event causes the editor to crash when opening child blueprint
    UE-22842 Blueprint Doesn't Show Components Added at Runtime
    UE-22847 Attempting to hide "CharacterMovement" in a custom character class breaks Details panel inside derived blueprint
    UE-21424 Console renders incorrectly on SteamVR / HtcVive
    UE-21644 Setting Collision Enabled with the option for No Collision on a Destrucitble after it has fractured will cause a crash
    UE-21300 SetActorLocation does not affect WheeledVehicles
    UE-20920 Adjusting Agent Radius in RecastNavMesh causes AI to not move
    UE-20791 Building Lighting Hangs at 50% in an Empty Level
    UE-22659 [CrashReport] UE4Editor_D3D11RHI!VerifyD3D11CreateTextureResult() [d3d11util.cpp:239]
    UE-20606 Interface function has the incorrect pin type if referencing self
    UE-20757 [CrashReport] UE4Editor_UMG!SWorldWidgetScreenLayer::RemoveComponent() [widgetcomponent.cpp:114]
    UE-20601 Crash when Blutility saved asset deleted and restored in a level
    UE-22702 Using the Auto-Convex Collision option on Mac causes Crash
    UE-19673 The DemoRec console command crashes the editor if used during PIE
    UE-21346 [CrashReport] DistanceField Crash while running Size Map on Content Folder
    UE-20155 Clearcoat shader disappears if any asset using the Material leaves lighting
    UE-19677 AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function
    UE-19999 Instanced subobjects are not always instantiated as expected.
    UE-19579 If an ensure() fails within an automated test, the test can still show a positive result.
    UE-20750 Opening a level in PIE after adding a variable to a struct referenced in the GameInstance crashes this project
    UE-19397 Camera Shake Oscillation Duration no longer accepts -1 as indefinite
    UE-19929 Creating a Blueprint out of existing Blueprints removes all assigned Static Meshes from components
    UE-21408 Derived Data Cache is included but not used in Kite Demo
    UE-22457 Static Lighting from a nested Blueprint is not saved in Lighting Build
    UE-22483 Material Names on Import do not match SkinXX Order
    UE-22337 Nested UPROPERTY components show as direct children of the parent object
    UE-19599 Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor
    UE-11876 OnRep functions do not fire on the client
    UE-22849 Get key node is no longer available within the On Analog value change override

    REMEMBER: Please report any new bugs you find to the UE4 Answerhub
    Last edited by Stephen Ellis; 11-03-2015 at 02:35 PM.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  3. #3
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    That's a great news !

    Quote Originally Posted by Stephen Ellis View Post
    Additional details and bug fixes will be communicated in the full Release Notes for 4.9!
    Did you meant 4.10 ?

    EDIT: sorry Chosker, i was faster
    Last edited by Cø; 10-14-2015 at 10:38 AM. Reason: Add a smal joke :D

  4. #4
    0
    Quote Originally Posted by Stephen Ellis View Post
    Additional details and bug fixes will be communicated in the full Release Notes for 4.9!
    I guess you meant 4.10

    I'm glad to hear this one's focus was on bugs and stability.
    I can only hope you guys have spent some time "completing" the feature set (i.e. all those cases of feature A and feature B not working together, and all those cases of feature X only working on specific scenarios)
    Help me back! follow me on Twitter

    Developer of Elium - Prison Escape

  5. #5
    0
    Quote Originally Posted by Stephen Ellis View Post
    PREVIEW![*]Platform Updates:
    • Multiple gamepads are now supported for Android along with identifying some common controller types and mappings.
    • Support for an optional launch screen for Android projects has been added.
    • Xcode Project Overhaul. Instead of a single project containing multiple targets we now have a workspace consisting of multiple projects, one per target.
    • SDK upgrades: Visual Studio 2015, Xcode 7, iOS9/MacOS 10.11 El Capitan, PS4 SDK 3.00, Android Marshmallow/6.0
    • Users are now able to explicitly select a mobile provision and certificate in the iOS Project Settings.
    [*]Mobile Rendering Updates:
    • Refraction on Mobile enabled on iPhone 5S and above and Android_High
    • Material Quality Level Scalability System for Mobile. Allow your mobile game to scale all the way down to low end devices, without sacrificing quality!
    As a mobile indie game developer, this is much a surprise and a delight!

  6. #6
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    Quote Originally Posted by View Post
    Did you meant 4.10 ?
    I did indeed. Edited, thanks.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  7. #7
    0
    Quote Originally Posted by Stephen Ellis View Post
    PREVIEW!

    A Preview of the upcoming 4.10 release is now available via the Epic Games Launcher and GitHub. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

    We encourage users to check out the preview to try new features and inform us of any issues which we may not have caught. A Known Issues List is provided below which will be updated periodically. If you discover any additional issues with this preview release, please report the issue on the Bug Reports section of the Unreal Engine AnswerHub.

    4.10 is a smaller release than previous releases. We focused less on new features, and more on bug fixes. Our goal is for 4.10 to prove to be a very stable release for everyone to develop on.

    4.10 Preview Summary

    This list provides a brief summary of updates in this release. Full release notes will be made available with the final 4.10 release. We may not be able to provide additional information about updates at this time.

    • Build Updates:
      • The launcher distribution of the engine now requires Visual Studio 2015. Visual Studio 2013 and 2015 are both supported on GitHub.
    • Platform Updates:
      • Multiple gamepads are now supported for Android along with identifying some common controller types and mappings.
      • Support for an optional launch screen for Android projects has been added.
      • Xcode Project Overhaul. Instead of a single project containing multiple targets we now have a workspace consisting of multiple projects, one per target.
      • SDK upgrades: Visual Studio 2015, Xcode 7, iOS9/MacOS 10.11 El Capitan, PS4 SDK 3.00, Android Marshmallow/6.0
      • Users are now able to explicitly select a mobile provision and certificate in the iOS Project Settings.
    • Mobile Rendering Updates:
      • Refraction on Mobile enabled on iPhone 5S and above and Android_High
      • Material Quality Level Scalability System for Mobile. Allow your mobile game to scale all the way down to low end devices, without sacrificing quality!
    • VR Updates:
      • In order to optimize rendering for head mounted displays, we’ve implemented Hidden and Visible Mesh optimizations. These two optimizations ensure that we do not spend GPU time working on pixels that will not be displayed in the actual device, because of lens distortions.
      • We’ve updated Motion Controller Components to now do a late-update right before we begin rendering. That means that controls will feel more responsive, and better reflect what the player is doing in the real world.
    • Landscape Updates:
      • Landscape Mirror Tool. Easily make symmetrical landscapes!
    • Editor Updates:
      • Blueprint Node Alignment Routines. A comprehensive set of layout routines for fast organization of blueprint graphs.
      • An experimental state for Sequencer (the future replacement for Matinee).
        • To enable Sequencer, go to Edit > Plugins > Editor > Level Sequence Editor. Create Level Sequence assets under the Animation menu.
    • Additional details and bug fixes will be communicated in the full Release Notes for 4.10!


    More than 300 bug fixes have been included in this Preview, and additional fixes will be added leading up to the final 4.10 release.
    Thanks for your greate work!
    I'm a little curious about will the gpu particles be available in ios metal in 4.10?Since it has been postponed from 4.7...

  8. #8
    0
    Quote Originally Posted by Stephen Ellis View Post
    PREVIEW!

    A Preview of the upcoming 4.10 release is now available via the Epic Games Launcher and GitHub. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

    We encourage users to check out the preview to try new features and inform us of any issues which we may not have caught. A Known Issues List is provided below which will be updated periodically. If you discover any additional issues with this preview release, please report the issue on the Bug Reports section of the Unreal Engine AnswerHub.

    4.10 is a smaller release than previous releases. We focused less on new features, and more on bug fixes. Our goal is for 4.10 to prove to be a very stable release for everyone to develop on.

    4.10 Preview Summary

    This list provides a brief summary of updates in this release. Full release notes will be made available with the final 4.10 release. We may not be able to provide additional information about updates at this time.

    • Build Updates:
      • The launcher distribution of the engine now requires Visual Studio 2015. Visual Studio 2013 and 2015 are both supported on GitHub.
    • Platform Updates:
      • Multiple gamepads are now supported for Android along with identifying some common controller types and mappings.
      • Support for an optional launch screen for Android projects has been added.
      • Xcode Project Overhaul. Instead of a single project containing multiple targets we now have a workspace consisting of multiple projects, one per target.
      • SDK upgrades: Visual Studio 2015, Xcode 7, iOS9/MacOS 10.11 El Capitan, PS4 SDK 3.00, Android Marshmallow/6.0
      • Users are now able to explicitly select a mobile provision and certificate in the iOS Project Settings.
    • Mobile Rendering Updates:
      • Refraction on Mobile enabled on iPhone 5S and above and Android_High
      • Material Quality Level Scalability System for Mobile. Allow your mobile game to scale all the way down to low end devices, without sacrificing quality!
    • VR Updates:
      • In order to optimize rendering for head mounted displays, we’ve implemented Hidden and Visible Mesh optimizations. These two optimizations ensure that we do not spend GPU time working on pixels that will not be displayed in the actual device, because of lens distortions.
      • We’ve updated Motion Controller Components to now do a late-update right before we begin rendering. That means that controls will feel more responsive, and better reflect what the player is doing in the real world.
    • Landscape Updates:
      • Landscape Mirror Tool. Easily make symmetrical landscapes!
    • Editor Updates:
      • Blueprint Node Alignment Routines. A comprehensive set of layout routines for fast organization of blueprint graphs.
      • An experimental state for Sequencer (the future replacement for Matinee).
        • To enable Sequencer, go to Edit > Plugins > Editor > Level Sequence Editor. Create Level Sequence assets under the Animation menu.
    • Additional details and bug fixes will be communicated in the full Release Notes for 4.10!


    More than 300 bug fixes have been included in this Preview, and additional fixes will be added leading up to the final 4.10 release.
    What happened to the Blueprint optimizations to bring it to C++ levels? (Or BP to C++ converter)
    Looking for help in real-time or want to help others? Join us at UE4's Unofficial Chat courtesy of Discord. Find me: @victorburgos

    Join me on stream: https://www.twitch.tv/victorburgos_ for UE4 Game Dev. If you need help, just stop by and ask!

    Subscribe to www.youtube.com/c/victorburgosgames for UE4 Tutorials, Live Streams and also Past Streams.

  9. #9
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    Quote Originally Posted by VictorAsukaKai View Post
    What happened to the Blueprint optimizations to bring it to C++ levels? (Or BP to C++ converter)
    In active development -- most likely not going to make it till 4.12 though.

  10. #10
    0
    Hi,
    This looks great. Can't wait for the official release. However, Child Actor can't be hidden/unhidden is really annoying thing. Will it be fixed or you have a work around it?

    Quote Originally Posted by Stephen Ellis View Post
    Known Issues List

    This is a list of recently discovered bugs in our 4.10 Preview engine release that includes high priority bugs discovered by Epic, as well as all confirmed community-reported bugs. We will attempt to resolve critical bugs before the final 4.10 release, other bugs that do not block development or have workarounds may be marked to be fixed in one of the future hotfixes or major releases.

    Please be aware that this is not a comprehensive list of all engine bugs, it is simply a snapshot of some of the latest bugs discovered with this preview release. This list will be periodically updated with new additions and to reflect which ones have been fixed internally, so be sure to check back!

    Known Issues for 4.10 Preview 1

    UE-22063 The initial compile for code projects fails in Xcode
    UE-11876 OnRep functions do not fire on the client
    UE-21668 Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work.
    UE-21927 Crash when opening QA-Matinee using File > Recent Levels on Mac
    UE-22101 Xbox One: Code projects packaged for shipping hard-lock
    UE-22091 Landscape smooth tool raises terrain near sharp cliff
    UE-18047 UEdGraphNode's NodeWidget ptr is unsafe
    UE-15914 [CrashReporter] Crash when adding/editing camera to auto activate on player
    UE-21240 Duplicating an instanced sub-object property and proceeding to undo, compile, redo will crash
    UE-20920 Adjusting Agent Radius in RecastNavMesh causes AI to not move
    UE-20791 Building Lighting Hangs at 50% in an Empty Level
    UE-20606 Interface function has the incorrect pin type if referencing self
    UE-20604 Code signing Mac when a windows host cooks and paks
    UE-20601 Crash when Blutility saved asset deleted and restored in a level
    UE-20587 UBT does not detect if it should compile for hot-reload properly
    UE-20249 Compiling source code for a project when launching the editor gives incompatible modules
    UE-20155 Clearcoat shader disappears if any asset using the Material leaves lighting
    UE-19999 Instanced subobjects are not always instantiated as expected.
    UE-19837 Crash when HotReload UMGEditor
    UE-19677 AddProceduralMeshComponent node throws UnknownTemplateReferenced errors in duplicated Function
    UE-19599 Copying a Static Mesh actor from the level and pasting it into a Blueprint as a component does not retain any of the values of the copied actor
    UE-19579 If an ensure() fails within an automated test, the test can still show a positive result.
    UE-19397 Camera Shake Oscillation Duration no longer accepts -1 as indefinite
    UE-19929 Creating a Blueprint out of existing Blueprints removes all assigned Static Meshes from components
    UE-21346 [CrashReport] DistanceField Crash while running Size Map on Content Folder
    UE-21304 Distance field shadows not working on AMD code workaround
    UE-21305 Distance field shadows cull objects in front of the near plane incorrectly
    UE-21279 Clear Coast Shader broken with Skylight
    UE-21547 Failed to Import message appears when adding the First Person Code feature pack
    UE-21300 SetActorLocation does not affect WheeledVehicles
    UE-21644 Setting Collision Enabled with the option for No Collision on a Destrucitble after it has fractured will cause a crash
    UE-21700 BP_Spline_Location still using depreciated functions in Content Examples project
    UE-21707 Checkboxes and highlighting of chosen mobileprovision can be inconsistent
    UE-21670 SWebBrowser doesn't work in UMG because of "ViewportSize" not being exposed and defaulting to 0
    UE-21239 Set keys not saving key data if not using Auto Key in Sequencer
    UE-21935 Landscape does not render in Layer Debug visualization
    UE-21958 Slate/UMG: Update Checkbox, Slider, ComboBox to work with controller
    UE-20526 Crash swapping to Morpheus VR screen from PC game
    UE-20750 Opening a level in PIE after adding a variable to a struct referenced in the GameInstance crashes this project
    UE-21424 Console renders incorrectly on SteamVR / HtcVive
    UE-21975 Crashes on the SHIELD do not produce callstacks
    UE-20757 [CrashReport] UE4Editor_UMG!SWorldWidgetScreenLayer::RemoveComponent() [widgetcomponent.cpp:114]
    UE-21948 Create Plugin DRM API Stub
    UE-20613 Array inputs in Custom Events cause a compiler "note"
    UE-20853 Behavior trees not firing
    UE-21969 Linux viewport has odd pattern
    UE-20892 Shootergame bots do not move after match transition
    UE-22082 Actionable UBT error message if 2015 C++ toolchain is missing
    UE-19920 Bones that have been removed by LOD will still simulate
    UE-22075 [CrashReport] Crash on compile when nodes use same name - FPersistentFrameCollectorArchive:perator<<()
    UE-21946 Unresponsive black screen in standalone when enabling HMD w/ Oculus attached

    REMEMBER: Please report any new bugs you find to the UE4 Answerhub
    Raed Abbas
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    Circle Of Time the game

  11. #11
    0
    Quote Originally Posted by Daniel Vogel View Post
    In active development -- most likely not going to make it till 4.12 though.
    Ah darn... /sadface about the delay (since it was brought up on a stream weeks ago that it would be in 4.10). Thanks for the update, keep up the great work everyone.
    Looking for help in real-time or want to help others? Join us at UE4's Unofficial Chat courtesy of Discord. Find me: @victorburgos

    Join me on stream: https://www.twitch.tv/victorburgos_ for UE4 Game Dev. If you need help, just stop by and ask!

    Subscribe to www.youtube.com/c/victorburgosgames for UE4 Tutorials, Live Streams and also Past Streams.

  12. #12
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    Samaritan
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    Quote Originally Posted by Stephen Ellis View Post
    The launcher distribution of the engine now requires Visual Studio 2015. Visual Studio 2013 and 2015 are both supported on GitHub.
    Well makes the launcher completely useless for me, once again. Back to GitHub distributions it is then.

    Why are "more than 300 fixes" being implemented into a "major" release? Should these "fixes" be included in the 4.8 or 4.9 minor patches? It is the one thing I have never understood about the release management / versioning of the Unreal Engine.
    Last edited by paulv2k4; 10-14-2015 at 12:17 PM.
    Currently working on PARGSoft Football

    My day job is a C# ASP.NET Developer, I wish it was a games developer

  13. #13
    0
    as these threads often become fast Q and A I'll go with the flow...

    are there plans to allow Multiple PhysicalMaterials per object (coming from the material) ?, i.e. for procedural landscape materials and other large'ish 'composite' objects
    Help me back! follow me on Twitter

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  14. #14
    0
    Any chance we'll see more of Niagara this version?

  15. #15
    0
    Champion




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    Quote Originally Posted by Chosker View Post
    as these threads often become fast Q and A I'll go with the flow...

    are there plans to allow Multiple PhysicalMaterials per object (coming from the material) ?, i.e. for procedural landscape materials and other large'ish 'composite' objects

    Quote Originally Posted by drekmonger View Post
    Any chance we'll see more of Niagara this version?
    I very much second both of these and add some more on top: Will we (either 4.10 or even ever) see support for smooth SpeedTree LOD transitions? Additionally, can we get a scale min / max property on landscape grass?
    Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn

  16. #16
    0
    Awesome, I've been waiting for the visual studio 2015 move.

    Thanks for the great work!

  17. #17
    0
    Samaritan

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    When building for Android/GearVR, i get the following error. Android SDK was updated to the latest version with the SDK manager.

    Code:
    MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: BUILD FAILED
    MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: D:\NVPACK\android-sdk-windows\tools\ant\build.xml:716: The following error occurred while executing this line:
    MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: D:\NVPACK\android-sdk-windows\tools\ant\build.xml:730: Compile failed; see the compiler error output for details.
    MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: 
    MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: Total time: 6 seconds
    MainFrameActions: Packaging (Android (ETC2)): UnrealBuildTool: UnrealBuildTool Exception: ERROR: cmd.exe failed with args /c "D:/NVPACK/apache-ant-1.8.2/bin/ant.bat" debug
    MainFrameActions: Packaging (Android (ETC2)): CommandUtils.Run: Run: Took 82,0144055s to run UnrealBuildTool.exe, ExitCode=5
    MainFrameActions: Packaging (Android (ETC2)): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (Android (ETC2)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): D:\Development\UE4\Unreal Engine\4.10\Engine\Binaries\DotNET\UnrealBuildTool.exe GearVRGame Android Development  "D:\Development\Neuer Ordner\GearVRGame\GearVRGame.uproject"  -noxge -rocket -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2015.10.14-19.07.48.txt' 
    MainFrameActions: Packaging (Android (ETC2)): Stacktrace:    bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
    MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Di
    MainFrameActions: Packaging (Android (ETC2)): ctionary`2 EnvVars)
    MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars)
    MainFrameActions: Packaging (Android (ETC2)):    bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL)
    MainFrameActions: Packaging (Android (ETC2)):    bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (Android (ETC2)):    bei BuildCommand.Execute()
    MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
    MainFrameActions: Packaging (Android (ETC2)):    bei AutomationTool.Program.Main()
    MainFrameActions: Packaging (Android (ETC2)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Android (ETC2)): Program.Main: AutomationTool exiting with ExitCode=5
    MainFrameActions: Packaging (Android (ETC2)): Domain_ProcessExit
    MainFrameActions: Packaging (Android (ETC2)): copying UAT log files...
    MainFrameActions: Packaging (Android (ETC2)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (Android (ETC2)): BUILD FAILED
    PackagingResults:Error: Error Unknown Error
    Michael Hegemann - https://twitter.com/HegiDev

  18. #18
    0
    Sequencer preview? I'm there!
    Animator/Filmmaker, Unreal Tournament Community Developer.

    My UT Contributor blog | YewTewb: http://youtube.com/voxhousestudio | Twitter: http://twitter.com/henrikryosa

  19. #19
    0
    While attempting to build a level with landscape in 4.10 with the 3rd person blueprint template, I got this message

    UnrealLightmass.exe - system error
    The program can't start because VCRUNTIME140.dll is missing from your computer. Try reinstalling the program to fix this problem.
    Last edited by Demolition Man; 10-14-2015 at 01:31 PM.

  20. #20
    0
    Unreal Engine Support
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    Hey HEGI,

    Please submit an AnswerHub with the full logs attached as a .txt file and we will be more than happy to assist you further with this build failure.

    Thanks!

  21. #21
    0
    Unreal Engine Marketplace
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    Quote Originally Posted by Demolition Man View Post
    While attempting to build a level with landscape in 4.10 with the 3rd person blueprint template, I got this message

    UnrealLightmass.exe - system error
    The program can't start because VCRUNTIME140.dll is missing from your computer. Try reinstalling the program to fix this problem.
    Hi Demolition Man,

    Do you have Visual Studio 2015 installed? The VS 2015 Redistributes are required for Lightmass building in 4.10. Please update to VS 2015 or install the 2015 Redistribute (located below) and let me know if this fixes the error you are seeing. If not, please post this to the answerhub in the bug reports section (link in signature) so I can assist you more in depth.

    Edit: The specific Redistribute needed can be found here if you do not have VS 2015 installed. If you have 2015 installed, do not install this redistribute.
    Last edited by Adam Davis; 10-14-2015 at 02:43 PM.
    Adam Davis | Marketplace Support | Epic Games
    How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

  22. #22
    0
    I do think that it is great, but I hate to see that 4.10 preview is being introduced so soon when there are tons of bugs that I have reported since 4.8 that still aren't fixed in hotfixes
    Marketplace Assets

    Advanced Mobile Input: Marketplace Page | Support Thread ――― Easy Input Remapping: Marketplace Page | Support Thread
    Multiplayer Blueprint Chat System: Marketplace Page | Support Thread ――― Closing Credits System: Marketplace Page | Support Thread
    Minesweeper Template: Marketplace Page | Support Thread ――― Maze Creator: Marketplace Page | Support Thread

  23. #23
    0
    Quote Originally Posted by Jamendxman3 View Post
    I do think that it is great, but I hate to see that 4.10 preview is being introduced so soon when there are tons of bugs that I have reported since 4.8 that still aren't fixed in hotfixes
    I hope they release a bit more hotfixes for 4.10 so that it will get more and quite stable until it's 4.10.20 and no more bug remaining

    They said

    Our goal is for 4.10 to prove to be a very stable release for everyone to develop on.
    And that will surely not be the case with 4.10.0 because as you said there are still a lot of bugs so I hope for a lot of hotfixes
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

  24. #24
    0
    When Microsoft will release a integration plugin for VS2015 like they did for Unity?

    Looking towards the future, Epic Games and Microsoft are working together closely to ensure full compatibility with Visual Studio 2015 in later releases of the engine. Visual Studio 2015 is expected to release some time later this year. Watch for upcoming announcements surrounding the support of this anticipated update.

    https://www.unrealengine.com/blog/vi...nreal-engine-4
    Last edited by Syntopia; 10-14-2015 at 03:22 PM.

  25. #25
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    nice decision focus that version on bug fixes!
    pd: excuse my english.

    lfw/paid modeling, painting, texturing.

  26. #26
    0
    I have to install visual studio 2015 now? Is there a reason for that change? Don't like it.

  27. #27
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    Great, 4.10 is a good number for a rock-solid stable release

    Blueprint Node Alignment Routines. A comprehensive set of layout routines for fast organization of blueprint graphs.
    Is there any more information about this? Like how does it work, etc.?

    @sarfios Here, some info from previous posts:
    Quote Originally Posted by Adam Davis View Post
    The VS 2015 Redistributes are required for Lightmass building in 4.10. Please update to VS 2015 or install the 2015 Redistribute (located below) and let me know if this fixes the error you are seeing. If not, please post this to the answerhub in the bug reports section (link in signature) so I can assist you more in depth.

    Edit: The specific Redistribute needed can be found here if you do not have VS 2015 installed. If you have 2015 installed, do not install this redistribute.
    Last edited by Slavq; 10-14-2015 at 03:59 PM.

  28. #28
    0
    Promoter
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    Is 4.10 preview loading very slow for someone else too? Getting ~2x loadtime. Thought my 16gb ram just wasnt enough (was constantly reaching full memory use), but now after installing win10 (and getting 24gb) its still very slow to load. I have 12000 actors, around 1-2million foliage meshes and 2x2km^2 map. Just to compare. Else superb engine and nice to see so many updates, cant stop being over excited.
    Last edited by SaOk; 10-14-2015 at 04:05 PM.

  29. #29
    0
    UE-21958 Slate/UMG: Update Checkbox, Slider, ComboBox to work with controller
    Nice. I had to workaround this by getting all the child widgets and checking for widget class type so I could set the checkbox states manually. Good to know I can remove that now
    If you see Scaleform give it a hug from me !
    http://www.f00n.com/unreal

  30. #30
    0
    Quote Originally Posted by Slavq View Post
    Great, 4.10 is a good number for a rock-solid stable release



    Is there any more information about this? Like how does it work, etc.?

    @sarfios Here, some info from previous posts:
    Thanks, hope won't get its way on my C SSD, because no space there :P

  31. #31
    0
    Is there any posibilty of scene render capture - to be able to capture wireframe, and unlit (as in UDK) I put in a request for this in 4.6 and many others have also mentioned this.

    PLEASE Epic, add support for this, its vital for our project. thanks

  32. #32
    0
    If you could give more information regarding the Landscape Mirror Tool that'd be great.
    Redwood National Park, California, USA WIP https://goo.gl/nD7Xie


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  33. #33
    0
    Luminary
    Join Date
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    if you do not have VS 2015 installed. If you have 2015 installed, do not install this redistribute.
    I dont have VS 2015, thus I installed the redistribute.
    If I choose to install VS 2015 in the future, do I need to remove/uninstall the redistribute, or take any other special action?

  34. #34
    0
    Samaritan
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    Is there a place where we can see a backlog of issues that haven't been addressed? It'd be nice to have a look at a list of issues (in something like Jira) and pick some that the UE dev team won't get around to.

    During the game jam I got A LOT of crashing in Blueprints by using Ctrl-Z regularly. I considered looking into it but I have no idea if it's something being worked on and if so where it's at.

  35. #35
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    Luminary
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    Looks solid so far for an Preview release.

    Questions -

    1. Has there been any progress on the Large world Coordinate system?
    2. Has there been any progress on getting the world origin shifting with Multiplayer?

    Just curious

    - HeadClot

  36. #36
    0
    Unreal Engine Developer
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    Quote Originally Posted by Bino View Post
    Is there a place where we can see a backlog of issues that haven't been addressed? It'd be nice to have a look at a list of issues (in something like Jira)...
    We do not have this, but we are considering the possibility. I'm not sure which version of engine you used for the GameJam, but 4.9.2 did include a few fixes for Blueprint Undo crashes.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  37. #37
    0
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    What's the status of temporal AA being bad quality (grainy/ghosty)? It wasn't fixed in 4.9.X AFAIK and I don't see the note in 4.10.

    Cheers!

  38. #38
    0
    Quote Originally Posted by HenrikRyosa View Post
    Sequencer preview? I'm there!
    And I am just right there with you...

  39. #39
    0
    YESSSSS! THE SEQUENCER! I will wait until 4.10 is the final release and the sequencer is considered to be stable to some degree.
    I've been waiting for that tool since UE4 was released. Matinee really needed a replacement! Finally I will be able to save the sequences

  40. #40
    0
    Unreal Engine Developer
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    Quote Originally Posted by Keytotruth View Post
    YESSSSS! THE SEQUENCER! I will wait until 4.10 is the final release and the sequencer is considered to be stable to some degree.
    I've been waiting for that tool since UE4 was released. Matinee really needed a replacement! Finally I will be able to save the sequences
    Sequencer will still be "Experimental" all throughout 4.10. It most likely won't be fully supported until 4.11 or later.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

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