Could someone please take a look on the SkeletalMeshComponent::SetSkeletalMesh Crash? Maybe to 4.11.2…
Reported here, also Thread started on forum (looks like people is experiencing this since 4.9.2) here.
So I just upgraded to 4.11.1, and my VR Preview button is greyed out as well. I am working with an HTC Vive Pre, not an Oculus. The preview button was working fine previously with the Vive. Do I really need to download the Oculus SDK just to get it to run on my Vive now?
EDIT: Looking in my console log, I’m getting this:
I am able to start Steam and run SteamVR just fine that way, so not sure what changed in the hotfix but it seems to have broken something on my system…
It’s ridiculous this STILL has not been fixed in 4.11.1
I guess it’s Epic’s way of saying “we don’t care as much about RTS, MOBA and any kind of click & move type of games our subscribers are creating.”
Very nice…
Dev note by : This is a priority issue for us that should be resolved with our next Hotfix. The 4.11.1 Hotfix included other significant issues that couldn’t be delayed while waiting for other fixes. Cheers
[=Cartamania;505199]
Hi this my first work with unreal using the new updated version, for the next step i will make the character playable using persona and blueprint script in nice environment, my goal is to achieve square enix quality game with unreal engine.
Parameter lpGuid is null In function CaptureDeviceCallback() on my machine
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Hi ,
Can you please post this to AnswerHub in the Bug Reports section? See the link in my signature for How to report a bug for all the necessary information to include in the post.
Is there a new way to get a window size for stand alone games or mobile preview? Unreal 4.11 seems to ignore the editor preferences. (This worked fine in 4.10) Thanks.
I downloaded 4.11.1 off github, I’ve enable VR Stereo Rendering and have Multiple levels setup for level streaming through layers. After building lighting for first level, then start new level via layers window and add landscape and material to landscape with Post Process and Importance Lighting Volumes. click build light and get the swarm error message and lighting build stops.
my editor settings are
Disabled Frame rate cap, Enabled Show Frame Rate and Memory, Procedural Foliage Enabled, Disabled Open Assets Tam in new window
Wow. By the time I got through reading the release notes (and had to skim a lot), the 4.11.1 hotfix had been released. You guys are amazing.
That being said, I’m shocked that other Mac users haven’t complained about the fact the the blueprint action context menu loses search field input focus immediately. This is a huge issue for me, since I do blueprints on the Mac a ton! And yes, I submitted it on AnswerHub (having countless instances of staff reminding people to submit issues to AnswerHub). I’m eagerly awaiting some response.
[=CleanCut;509064]
Wow. By the time I got through reading the release notes (and had to skim a lot), the 4.11.1 hotfix had been released. You guys are amazing.
That being said, I’m shocked that other Mac users haven’t complained about the fact the the blueprint action context menu loses search field input focus immediately. This is a huge issue for me, since I do blueprints on the Mac a ton! And yes, I submitted it on AnswerHub (having countless instances of staff reminding people to submit issues to AnswerHub). I’m eagerly awaiting some response.
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The 4.11.1 fix got my Rift DK2 working again, however spatial movement via the camera does not appear to be working. Also my in-game player height has been cut in half (but the camera has not moved). This is not the behavior of the Rift DK2 pre 4.11 and pre Oculus 1.3 (was previously 0.8). I am frustrated because I have been working on a project for months now, and suddenly I can’t really work on it or test it, or even show it to people. I mean you all can’t possibly have expected every single UE4 Rift developer to have been first in line to buy the Rift CV1 right? There must be a TON of us in this position right now. Please address.
For some reason my rift has stopped working after updating to 4.11.1. VR preview is greyed out and I can’t launch in VR after packaging either. Will update when I find a solution.
FIX: Delete your current run time and sensor drivers, download and install Oculus home. then in settings go to general and toggle the allow unknown sources option.
If you are using a DK2 just skip all the sections inquiring about controllers and the new sensor. There are some weird issues with using the DK2 with 1.3.0 though.
[=ChristianV;509122]
The 4.11.1 fix got my Rift DK2 working again, however spatial movement via the camera does not appear to be working. Also my in-game player height has been cut in half (but the camera has not moved). This is not the behavior of the Rift DK2 pre 4.11 and pre Oculus 1.3 (was previously 0.8). I am frustrated because I have been working on a project for months now, and suddenly I can’t really work on it or test it, or even show it to people. I mean you all can’t possibly have expected every single UE4 Rift developer to have been first in line to buy the Rift CV1 right? There must be a TON of us in this position right now. Please address.
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[=HaxO;509133]
For some reason my rift has stopped working after updating to 4.11.1. VR preview is greyed out and I can’t launch in VR after packaging either. Will update when I find a solution.
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Hi HaxO, are you updated to the Oculus 1.3 SDK? UE4 is updated to that in 4.11.1.