4.12 Released!

[=Mattiwatti;540447]
Not me, I feel left out :frowning:

I also got the shortest entry of the whole changelog, haha. ā€œImproved in-game consoleā€!
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Sorry about that! Sometimes the list doesnā€™t parse right and causes someoneā€™s name to be left off. Iā€™ll fix it asap.

[=;540261]
Just a heads upā€¦

Iā€™m not sure that the new material functions from the awesom @ are in the release of 4.12. I remember seeing them committed to a while ago but seems to have missed 4.12. Could we get them in a hotfix please?
[/]

Looks like a combination of my mistake compounded by the fact that the release notes tool prompted me to fill out information for my checkins, despite the fact that they were checked in just after 4.12 had branched. So really it shouldnā€™t have been listed for 4.12 and I am sorry about that. I asked around and apparently content functions arenā€™t something we can hotfix for but I will gladly paste nodes or find some way to upload them for people.

I just tested them and the functions do open fine in 4.12 so we just need a way to share them. Maybe I can just place them all on github. I just need to figure out how to actually use github :slight_smile: I will look into it after the twitch stream later today.

Awesome, thanks for 4.12! Especially planar reflections and foliage scalability.

Just a suggestion, you should mentioned VR incompatibility under the ā€œThis is a new and has a number of limitations:ā€ section of planar reflections.

that 's great怂
But I found in use sequence In Preview SkeletonMesh Morpher Animation is not Play Morpher.
Please forgive my poor Eng.

[= ;540511]
Sorry about that! Sometimes the list doesnā€™t parse right and causes someoneā€™s name to be left off. Iā€™ll fix it asap.
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Awesome, many thanks! Itā€™s not a big deal really, but stillā€¦ that engine contributor badgeā€¦ hnnnngā€¦

Hey guys!
Can you give tips about ā€œImproved Shadows for Mobileā€
I tried to use Directional Light with Stationary Mobility and played with Cascade Shadow Maps settings, but dynamic shadows didnā€™t appear
When I switched it to Movable, it became work correctly
Is this the right way to use it?

Vulkan crashing on Nexus 6P in Google VR mode.

Sadly I am still getting crashes using Vulkan with Google VR on a Nexus 6P on the released version 4.12. I was hoping that it would have been fixed, but maybe the is Vulkan is not supported in VR mode. Could someone verify this at Unreal Engine, I will also verify this by creating a build with VR turned off.

On a sidenote, do you know if you have already included NVIDIA Shield TV and Tablet Vulkan support?

Thanks,

Thank you for an awesome release :slight_smile:

[=;540534]
Looks like a combination of my mistake compounded by the fact that the release notes tool prompted me to fill out information for my checkins, despite the fact that they were checked in just after 4.12 had branched. So really it shouldnā€™t have been listed for 4.12 and I am sorry about that. I asked around and apparently content functions arenā€™t something we can hotfix for but I will gladly paste nodes or find some way to upload them for people.

I just tested them and the functions do open fine in 4.12 so we just need a way to share them. Maybe I can just place them all on github. I just need to figure out how to actually use github :slight_smile: I will look into it after the twitch stream later today.
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no problem :slight_smile: Iā€™d love to see them posted.

Cheers
.

This is am amazing release, looking forward to using the VR editor tools in the next few weeks.

The interaction with the UI in the demos is really seamless too, is there a training session or resource about navigating UMG seamlessly with VR hardware similar to the VR Editor tools?

R&D at work and home is hitting a brickwall with this =/

Thanks Epic, keep it unreal!

This release just broke all my characters. They work fine in editor, but are stuck in falling state and canā€™t move in standalone game.

In the launcher, I only have 4.11 available. I tried deleting it from my library and adding versions. Still, I am not getting 4.12. Only 4.11 and earlier versions show up.

[=serioussam909;540731]
This release just broke all my characters. They work fine in editor, but are stuck in falling state and canā€™t move in standalone game.
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Hi serioussam909,

If you could, please make a post on the answerhub in the bug reports section (link in signature) so we can assist you more in depth. In your post on the answerhub, please include the following:

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • Do you have any other blueprints acting on the movement state of your actors?
  • What steps we can take to reproduce the error on our end

[=rampatinling;540732]
In the launcher, I only have 4.11 available. I tried deleting it from my library and adding versions. Still, I am not getting 4.12. Only 4.11 and earlier versions show up.
[/]

Hi rampatinling,

Iā€™m sorry that you are having an with the Epic Games Launcher. In order for us to offer the best support, we have recently modified the process for how Epic Games can help troubleshoot your Launcher. Please visit http://help.epicgames.com/ for technical support, here you can find information and solutions for common issues, as well as a contact form if you still need additional assistance. Thanks!

I think the bug that I encountered is very similar if not the same as this:

It only happens in a project that I converted from 4.11 to 4.12.

I hate to double-post, but, can you guys please fix thisanswers.unrealengine.com/questions/349945/steam-leaderboards-add-new-value-to-existing.html for 4.12 hotfix (or at least for 4.13) ?

Twice now when updating project from one version to the next (4.10 to 4.11 and 4.11 to 4.12) the landscape material doesnā€™t compile and I canā€™t paint any material layers on landscape. So I end up having to start from scratch re-doing the landscape with a new material.

edit. sorry seems to have suddenly fixed itself. Donā€™t know how.

Weird behavior,

Compiled 4.12, No errors. Try to run Infiltrator, works in editor (even if all the textures are low res, in viewport still not fixed. Streaming totaly screwed in editor in viewport run mode and been like that for at least the last 3-4 releases) but play stand alone game in editor just brings up a black window which is totally unresponsive, tried 5-6 times with deleting old version, new version from vault and rebuilt all shaders etc still the same thing.

Play stand alone was the only way i could preview sceneā€™s with working textures but now that doesnt work either. Oh dear, maybe itā€™s the fact there was only 6 previews this time around :slight_smile:

Come on, donā€™t make me spend ages downloading dependencyā€™s that cant be intelligently updated from one build to the next so only changed or removed deps need updating (which would make having to download 4 GB deps on a wifi connection not needed and far more simple for rebuilds, updates,) but to also have no working preview in editor window working correctly with textures, and now play standalone mode not working i have no way to see what im developing. I normally wouldnā€™t give epic **** like this but this RELEASE is useless.

FIX please, Maybe you need to go to 20 previews from now on :slight_smile:

HAHAHA, Just to update after 22 mins, the stand alone window now has loaded infiltrator. Last build on same hardware took 1-2 mins to load. Now 22 mins. I dont call that progress

[=;540745]
I hate to double-post, but, can you guys please fix thisanswers.unrealengine.com/questions/349945/steam-leaderboards-add-new-value-to-existing.html for 4.12 hotfix (or at least for 4.13) ?
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Just make your own build. :stuck_out_tongue: Thatā€™s what Github is for!

Iā€™m having a weird with 4.12. When I launch the game everything looks bad and blurry.

It looks alright when the game isnā€™t launched

http://image.noelshack.com/fichiers/2016/22/1464908997-looksnice.jpg

But when I press play it looks like this

http://image.noelshack.com/fichiers/2016/22/1464909091-lookslikecrap.jpg

:confused:

EDIT: nvm I just fixed it. For some reason the resolution scale was set at 25.