4.12 Released!

So VS Update3 is not compatible with UE4 for now? Epics, is fast resolution expected for this in 4.12 branch? or we should wait for 4.13?

[=skcalanderson;556286]
4.12.4 has introduced this nasty flicker on all the icons such as the move device and other icons. WTF. It makes the editor unusable.
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Hi skcalanderson, we have tested and do not see any behavior in 4.12.4 like you are describing. Can you please log a bug report for this on the Answerhub (click the link in my signature), including exact repro steps, and your hardware and OS information? Thanks

[=]
So VS Update3 is not compatible with UE4 for now? Epics, is fast resolution expected for this in 4.12 branch? or we should wait for 4.13?
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The current UE 4.12.4 release does not support the recent Visual Update 3. At this time we recommend UE4 developers to remain on VS Update 2. We will let you know when Update 3 will be supported.

Cheers.

[= Ellis;556503]

The current UE 4.12.4 release does not support the recent Visual Update 3. At this time we recommend UE4 developers to remain on VS Update 2. We will let you know when Update 3 will be supported.
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Hi!
Can you recommend steps to roll back to VS Update 2?
At the moment we are entirely out of ideas. All MS installers force us to install Update 3 even after full reimaging of the affected machines… Unreal4 is completely unusable…

[=TimecodePete;556534]
Can you recommend steps to roll back to VS Update 2?
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I have not verified this myself, but I have seen other UE4 users discussing that Visual 2015 Update 2 links are still available here: https://gist./CHEF-KOCH/8078b39e1aad71ef6c317a3c0edb6ec9
By default they try to install Update 3. But, if you click Custom Install, there is a check-box you can uncheck. And it will install to Update 2.
Again, I have not tested this myself. Use at your own risk.

Cheers

Thanks for the hotfix! Any updates on crash report UE-31850?

[=;556299]
So VS Update3 is not compatible with UE4 for now? Epics, is fast resolution expected for this in 4.12 branch? or we should wait for 4.13?
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If you are a source-code developer using Github, you can now sync and integrate a fix for VS2015 Update 3 support in 4.12: https:///EpicGames/UnrealEngine/commit/f011bacaaf292ebdc8f33fdeb78bb14d30eaa6bc

[=CodeSpartan]
Thanks for the hotfix! Any updates on crash report UE-31850?
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There is no update for that at this time.

Just a quick follow up. I did submit a bug report. This did not happen in the previous hot fix, 4.12.3 I believe. To stop it I turn off the Realtime rendering in the viewport then it is fine. The bug report has all the details, system, etc. and a link to a video.

Fingers crossed for some better transparency options in version 4.13, or at some point. that would be major news for me. I could also go for a re-skinning editor within UE4, to help correct character models. instead of having to export and re-import often. I could see that helping lots of people.

I

I dont see it in the hotfix notes, is this fixed?
Ue 27081 Per poly traces against skeletalmeshes using pose component fail completely

After i updated to 4.12.4 my “Get Delta Seconds” node seems to be misbehaving, as anything that is linked to this value (to do compensation for a variable framerate so all per-frame offsets are at a constant velocity) seems to go completely crazy.

I have posted this on answerhub already, where another guy stumbled upon the same problem: Get World Delta Seconds "Broken" after 4.12.4 update!? - Blueprint - Epic Developer Community Forums

[= Ellis;552280]
I am no expert with the Hair Shader, but UE4 is certainly able to achieve better results as evidenced in the 4.11 Release screenshots highlighting our Paragon characters.

You can dig into the Hair Shader setup in the Content Examples project and the Character_Rendering map.

Cheers
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I could be wrong but i think the only reason that hair looks good in UE4 from those screenshtos… is super high resolution hair textures… this current hair shader is not very forgiving for normal fading hair textures in past games…

I watched the live stream video of version 4.11. they did address some major key points with rendering hair. the major though is how the “edges” of the hair strands are being treated. dithering edges seems to be the only substitute; which causes massive distortion with hair cards. and the only way to counter the of dithering is to use temporal anti-aliasing. ATM The only other way to bypass dithering would be to model the hair splines individually and then stylize the hair. it would look incredibly beautiful but the major drawback is that you would end up with a character wasting lots of system resources, possibly choking’s frame-rate. so it’s not technically practical, well not yet anyways.

Simply put an edge softener for hair and fur needs to be introduced. and if they can’t figure out a better way then at least allow us to plugin node sort our transparencies, or any better way of sorting them.

[=SyberBlade;557442]
I watched the live stream video of version 4.11. they did address some major key points with rendering hair. the major though is how the “edges” of the hair strands are being treated. dithering edges seems to be the only substitute; which causes massive distortion with hair cards. and the only way to counter the of dithering is to use temporal anti-aliasing. ATM The only other way to bypass dithering would be to model the hair splines individually and then stylize the hair. it would look incredibly beautiful but the major drawback is that you would end up with a character wasting lots of system resources, possibly choking’s frame-rate. so it’s not technically practical, well not yet anyways.

Simply put an edge softener for hair and fur needs to be introduced. and if they can’t figure out a better way then at least allow us to plugin node sort our transparencies, or any better way of sorting them.
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their whole system relies on using Hair/Fur with a material that uses Masked Alpha. Their solution (Dither pattern with TemporalAA) is the quick n’ cheap one which allowed them to avoid the always tricky and high-effort topic of a more robust Translucency implementation.
Since the solution seems okay for Paragon they dodged that bullet and don’t have to think about in the short term. But like you describe, their solution isn’t good for. This is why I’ve been raising my hand against TemporalAA since it was introduced. Having TemporalAA as a is okay, but making other new features rely on TemporalAA is bad because if you can’t use TemporalAA then all those other features look horrible and completely miss the point of a scalability system :confused:

[=;556928]
I dont see it in the hotfix notes, is this fixed?
Ue 27081 Per poly traces against skeletalmeshes using pose component fail completely
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answering myself. No. it’s not fixed.
pretty please?

[=;557541]
their whole system relies on using Hair/Fur with a material that uses Masked Alpha. Their solution (Dither pattern with TemporalAA) is the quick n’ cheap one which allowed them to avoid the always tricky and high-effort topic of a more robust Translucency implementation.
Since the solution seems okay for Paragon they dodged that bullet and don’t have to think about in the short term. But like you describe, their solution isn’t good for. This is why I’ve been raising my hand against TemporalAA since it was introduced. Having TemporalAA as a is okay, but making other new features rely on TemporalAA is bad because if you can’t use TemporalAA then all those other features look horrible and completely miss the point of a scalability system :confused:
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right. exactly my thoughts. unfortunately the hair system works best in conjunction with the anti-aliasing. in which case it disrupts the many that prefer to scale settings. IMO, i would just drop dithering all together, it makes image quality look incredibly aliased. even at 1440p (which my screen captures are in) you feel the need to increase the pixel resolution. even more horrible at much lower resolutions. the unmasked transparency method at least looks softer and not as dependent on anti-aliasing. so at the very least some custom transparency options and sorting for version 4.13 would be majorly appreciated.

[=skcalanderson;556286]
4.12.4 has introduced this nasty flicker on all the icons such as the move device and other icons. WTF. It makes the editor unusable.
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Hi,

Did you submit an answer hub for this? I have the same on all new asset, the icon in content browser is clear wrong. As an example, my weapon will have the character + other things in the icon but not my asset ^^.
I just want to avoid duplicates and bump your as it’s not just 1 person.

Thanks,

UE-29885 which apparently is a duplicate of UE-29024 has still not been addressed. The auto focus of the text entry on popups in editors on OSX. Blueprint context search input starts unactivated - Blueprint - Unreal Engine Forums

Its getting really really tiresome having to remember to click in every single contextual search bar now. Its a massive shame as otherwise the editor has never been so good on OSX, please can this be given a look at before 4.13?

I hope the UE-32034 will get fixed in 4.12 hotfixes. Cant playtest my map since landscape splines in sublevels cause crash when hitting play in editor. Else been liking the build very much. Or is there any tricks to avoid that crash?

[MENTION=9] Ellis[/MENTION] I have reported a bug thats been introduced in 4.12 and haven’t got any response on the mater, the bug breaks what i was using to hide and show my tool tip in my project.

When hiding some UMG widgets grid panels it seems the “is hover states” does not get reset they stay to true, and even if you set the widget visibility back to visible it still returns true, the only way to clear it is to hover over the grid panel again, This bug wasn’t in 4.11.2 as i tested a backup i saved before updating.

[=OverRated_AU;559999]
[MENTION=9] Ellis[/MENTION] I have reported a bug thats been introduced in 4.12 and haven’t got any response on the mater, the bug breaks what i was using to hide and show my tool tip in my project.

When hiding some UMG widgets grid panels it seems the “is hover states” does not get reset they stay to true, and even if you set the widget visibility back to visible it still returns true, the only way to clear it is to hover over the grid panel again, This bug wasn’t in 4.11.2 as i tested a backup i saved before updating.
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Please make sure that you are reporting bugs in the proper Bug Reports section of the Answerhub. I have moved your post into that section, and we will investigate the soon. Thanks