Cool. No Gear VR fixes Is it safe to say those will be going into 4.12 ?
[=hippowombat;514187]
Is there a way to utilize this in the event graph at run-time? Iām calling it in my event graph to update the collision after spline points are added and placed , but itās not actually updating the collision.
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Anyone know anything about this?
Thx Epic for new update 4.11.2!
wow a very big update, in my life I never seen a update with so many bugs fixed.
Good work!!!
[=StoneKingRush;509195]
Hello Epic Games, Iām StoneKingRush. I want to ask a question:
Will Unreal Egnine compiled on 32-bit Windows?
If so, in your ranks will get new and possibly cool developers.
I hope and believe.
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Welcome to the UE4 community!
When you say compile are you saying compiling from source with Visual ? OR, do you mean packaging a game to run on 32-bit windows?
[=;515653]
wow a very big update, in my life I never seen a update with so many bugs fixed.
Good work!!!
[/]
Epic rocks⦠Of course there are bugs, but they do try as best as possible with the resources available to knock out the most annoying ones!
Awesome work Epic, thats alot of great bug fixes!
Yes, thanks looking very good. Landscape editing feels stable again so far. What I noticed, the cast shadows (dynamic) as two sided setting dont seem to work in 4.11. You can toggle that setting and far shadows on/off for wanted streaming level and the landscape cast shadow or not randomly after each change. But when loading the editor again, shadows are missing again even the two sided setting would be enabled.
[= ;515609]
Fixed! UE-29100 Disable spawanbles in 4.11 because they can cause scene corruption and wonāt be compatible with 4.12
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What does it mean? What spawnables were disabled?
[=;515983]
What does it mean? What spawnables were disabled?
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AFAIK itās about Sequencer.
Dev note by : Correct. These were a Sequencer feature.
Hi guys
So far as I know 4.11 is now fully support on LeapMotion. I donāt have to download plugins from Github anymore.
but does anyone encounter " failed to package when enable leapmotion from plugin sections "?
Is anyone else finding that in 4.11 the content-browser right-click menu is highly unreliable? It appears to be there but itās invisible - I can summon submenus but I canāt see the menu.
Is blutility functions changed some how? I canāt seem to open window were I can click buttons to call different editor callable functions.
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Fixed! UE-28811 Get mouse X/ Get mouse Y returns zero after the user clicks the screen and mouse is shown
Fixed! UE-29148 Using āShow Mouse Cursorā breaks mouse axis movement
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These appear to still be broken.
There is no method using blueprints to access Mouse X/Y values that work under the following conditions (4.11 project and 4.11.2 empty project):
- Mouse Cursor is set to shown on PlayerController
- Any Mouse Button has been released once already (mouse wheel x/y N/A)
- No mouse button is currently in pressed state (mouse 4/5+ included)
The following all return 0 under the above conditions on both PlayerController (consume input disabled) and a possesed spectator pawn (input enabled):
-Custom Mouse Axis Bind
-GetMouseX/Y Function Call
-MouseX/Y Axis Events
-MouseX/Y GetAxisValue Call
My testing has shown this bug to be centered around the Project Settings -> Input variable named āDefault Viewport Mouse Capture Modeā. The two capture Permanently options are providing the wrong capture. Capture during MouseDown and RightMouseDown is working as intended. However all modes process mouse input until first mouse up event. During this time, the cursor is bound to the game window.
In addition, setting āConsume Inputā to false on mouse axis events does not work correctly, the event will fire on a controlled pawn but the value of the axis will be 0 (in addition to the above issue).
Further testing shows:
-Setting InputModeGameOnly will reset Mouse values to a state similar to first run (ie. before first MouseUp event)
-Setting InputMode to either UI enabled option acts like the MouseUp event does in terms of causing a mouse 0 state, and was also extremely buggy in my test case.
I have a test project here if anyone wants to verify to see if there is an error somewhere.
[=Nodrak;516618]
These appear to still be broken.
There is no method using blueprints to access Mouse X/Y values that work under the following conditions (4.11 project and 4.11.2 empty project):
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Hi Nodrak, can you please re-post this as an Answerhub bug report (follow the link in my signature), and our support staff will follow-up there. Thanks
Would you see a GUID mismatch after saving assets in 4.11.2 and packaging for development in 4.11.1?
I have been getting that error, trying to figure out if thatās it.
[HR]I donāt know if is a bug but after 4.11.2 is impossible for me distribute my plugin without source code
@Nodrak I submitted a bug on AnswerHub for mouse click not responding in 4.11.2 if the nodes to set to UI, then back to GameOnly were used. I think that is related.
hello friends,
did I miss something?
I really canāt find the physical camera features that have been featured at the GDC hellblade demo? stuff like focal length, focus picking and so on?
Or is this not release yet? Do I have to enable something?
Best
J
I have a item of clothing, that has APEX cloth set for it, I attach this to the āpersonā character, and use set master pose on the clothing, if I enable cloth morph targets, then simulate or play the level the editor crashes.
I am doing this in the construction script of the character, I am casting the character reference to an animation instance, then using set morph target, is that the right way of doing it ?
It should be noted that the morphs are unique to the clothing, and donāt appear in the person mesh.
If I remove the Apex cloth I can play the level, but morph targets are only showing in the character viewport window and not in the editor when you āplayā the level.
Is anyone else having these issues or is it just me?