4.12 Released!

[=cyaoeu;540785]
Just make your own build. :stuck_out_tongue: Thatā€™s what Github is for!
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Yeh? Maybe I should start fixing all the bugs myself just because github is there?!?

One of the reasons I went with UE4 is not to f$#k with build environment and compiling. Iā€™ve done it for the past 5 years and I donā€™t want to mess with it any longer. I want to get official binary, and focus on working on my project.

Dunno if this has been posted yet, but I have an in 4.12 where my spotlights arenā€™t affecting translucent lighting when their mobility is set to movable.

yaaaaaaay im loving it so far. its so easy to jump right into vr and test the scene too! and it runs rather great on the dk2! i remember at first when ue4 first came along and i tried it on the rift it just wasnt quite rightā€¦so happy for this!

please make content on the marketplace and the learning free downloads (i.e. elemental demo etc) be compatible with 4.12 soon ok? that would be great!

[]

New: Added support for Landscape grass to use the landscapeā€™s static light/shadow maps through the ā€œUse Landscape Lightmapā€ setting in the Landscape Grass Type. This doesnā€™t look quite as good as dynamic lighting and shadowing, but it is much much cheaper.

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I donā€™t get the last part? Whole point of this is to use existing landscape lightmaps instead of single probe per landscape grass chunk. Itā€™s has nothing to do dynamic vs static lighting. This is how bad it looked. Grass shading bug. - Rendering - Epic Developer Community Forums

New system is perfect but that patch note is just bogus.

[=;540838]
Yeh? Maybe I should start fixing all the bugs myself just because github is there?!?

One of the reasons I went with UE4 is not to f$#k with build environment and compiling. Iā€™ve done it for the past 5 years and I donā€™t want to mess with it any longer. I want to get official binary, and focus on working on my project.
[/]

Well yes. Looking at the link you posted in the answerhub the work is already done for you. You only have to replace that file and build the engine. Thereā€™s no way a minor bug like that will get fixed in a hotfix. If you want to focus on working on your project surely it would be better to build the engine with the fixes you need rather than wait for Epic to do it, especially if someone else already showed you how to fix it and even uploaded a fixed file.

So yeah. Either make an own build with the fix and get on with your project or wait for the actual bug fix. My response to ā€œplease fix this!ā€ is: do it yourself, at least when itā€™s possible like in this case. :stuck_out_tongue:

edited: I think this might have been the wrong thread/forum to have posted; just wanted to say ā€œthanksā€ for another amazing release.

any news on dynamic GI with indoors? LPV is for OK for outdoors any plans to create realtime lighting more AAA? (eg CryEngine)

Great update (as always!) :slight_smile:

I have some logic inside NativeUpdateAnimation() method of a custom class derived from UAnimInstance, and all was working fine up to 4.11.2. Updating to **4.12 **wonā€™t execute that code anymore.

Do I need to change something/move my logic somewhere else? Looks like NativeUpdateAnimation() is not getting called at allā€¦

[MENTION=49] [/MENTION]

Hi ,

I just updated my project from 4.11 to 4.12 and there seems to be a problem causing the engine to crash, it happens when i add a new variable to one of my UMG widgets this crash happens when i compile it after, I also tested this on the ARPG Inventory marketplace asset which i based my project on and the same crash affect this asset as well. Thanks

[=cyaoeu;541059]
Well yes. Looking at the link you posted in the answerhub the work is already done for you. You only have to replace that file and build the engine. Thereā€™s no way a minor bug like that will get fixed in a hotfix. If you want to focus on working on your project surely it would be better to build the engine with the fixes you need rather than wait for Epic to do it, especially if someone else already showed you how to fix it and even uploaded a fixed file.

So yeah. Either make an own build with the fix and get on with your project or wait for the actual bug fix. My response to ā€œplease fix this!ā€ is: do it yourself, at least when itā€™s possible like in this case. :stuck_out_tongue:
[/]

Donā€™t you think ā€œbuild your ownā€ is pretty obvious solution? Did you even and considered why I refuse to mess with building UE4 from source? Why do you keep trolling?

If you have a lot of time on your hands and prefer messing with build systems (you are from Blender community, arenā€™t you?) - good for you. I donā€™t have time to mess with merging/building UE4. Commercial engines should have little things, that pertain to core functionality, fixed. I wonder how many more years it will be before small fixes like that are in the stock engine binary :rolleyes:

[=;541154]
Donā€™t you think ā€œbuild your ownā€ is pretty obvious solution? Did you even and considered why I refuse to mess with building UE4 from source? Why do you keep trolling?

If you have a lot of time on your hands and prefer messing with build systems (you are from Blender community, arenā€™t you?) - good for you. I donā€™t have time to mess with merging/building UE4. Commercial engines should have little things, that pertain to core functionality, fixed. I wonder how many more years it will be before small fixes like that are in the stock engine binary :rolleyes:
[/]

Of course itā€™s obvious and thatā€™s why Iā€™m confused why you donā€™t want to do it. You donā€™t have time (an hour or two to compile) but you can wait a couple of months for 4.13 for a possible fix? Iā€™m not trolling but I just donā€™t understand. I can only say what I would do in that situation, just build it. I do that now anyway for the substance and houdini plugins. I could understand if building UE4 from source was super hard but itā€™s really painless. You just run the .exes, in your case replace one file, then open up visual and build it.

I only responded because I recognized you from blender and you posted twice about this. Posting more wonā€™t speed up the bug fixing, if itā€™s reported itā€™s eventually getting fixed.

[=OverRated_AU;541131]
[MENTION=49] [/MENTION]

Hi ,

I just updated my project from 4.11 to 4.12 and there seems to be a problem causing the engine to crash, it happens when i add a new variable to one of my UMG widgets this crash happens when i compile it after, I also tested this on the ARPG Inventory marketplace asset which i based my project on and the same crash affect this asset as well. Thanks
[/]

Hi OverRated_AU

Is this crashing in UE4Editor_CoreUObject!StaticDuplicateObject()? If so, this is a recently discovered (UE-31570) that we have already fixed internally and will be resolved in the next Hotfix.

Cheers

[=OverRated_AU;541131]

Hi ,

I just updated my project from 4.11 to 4.12 and there seems to be a problem causing the engine to crash, it happens when i add a new variable to one of my UMG widgets this crash happens when i compile it after, I also tested this on the ARPG Inventory marketplace asset which i based my project on and the same crash affect this asset as well. Thanks
[/]

Can you post this to the answerhub in the bug reports section (link in signature). This will allow us to assist you more in depth. When you post, please include your crash logs (\Unreal Projects\PROJECTNAME\saved\logs), callstack, what steps you are taking to reproduce it, and whether this occurs in a clean, blank project with no additional content or if it is limited to one project.

[= ;541195]
Can you post this to the answerhub in the bug reports section (link in signature). This will allow us to assist you more in depth. When you post, please include your crash logs (\Unreal Projects\PROJECTNAME\saved\logs), callstack, what steps you are taking to reproduce it, and whether this occurs in a clean, blank project with no additional content or if it is limited to one project.
[/]

Will do thanks .

[=OverRated_AU;541214]
Will do thanks .
[/]

Unfortunately I had posted this without realizing had already responded above. Please check his post to see if this is the error you are experiencing. If I see your post on the answerhub I will ensure this is posted there as well to be certain you receive this message.

[= Ellis;541192]
Hi OverRated_AU

Is this crashing in UE4Editor_CoreUObject!StaticDuplicateObject()? If so, this is a recently discovered (UE-31570) that we have already fixed internally and will be resolved in the next Hotfix.

Cheers
[/]

I just had to install debugging for the engine, yeah it seems like that is also the cause of my crash thanks for the info.

[= ;541226]
Unfortunately I had posted this without realizing had already responded above. Please check his post to see if this is the error you are experiencing. If I see your post on the answerhub I will ensure this is posted there as well to be certain you receive this message.
[/]

Yeah just checked and it is the same bug stated, I will wait for the hotfix thanks again .

Hi,
Why on 4.12 didnā€™t work gearVR signing?
on 4.11 works fine, packing on 4.12 and get error signing on load app.
Sign file on right placeā€¦

[=hippowombat;540904]
Dunno if this has been posted yet, but I have an in 4.12 where my spotlights arenā€™t affecting translucent lighting when their mobility is set to movable.
[/]

(Iā€™ve posted this question on the answerhub.)](4.12 Movable Spotlights Not Affecting Translucent Materials - Rendering - Epic Developer Community Forums)

Iā€™m seeing a lot of crashing when compiling UMG blueprints with 4.12. I see itā€™s already been mentioned. Just adding my voice.

[=antsonthetree;541366]
Iā€™m seeing a lot of crashing when compiling UMG blueprints with 4.12. I see itā€™s already been mentioned. Just adding my voice.
[/]

Yes, the primary here should be fixed soon with the 4.12.1 Hotfix.