No more crashes, thanks for the quick fix for the quick fix
One I am having is lots of my shaders are recompiling far too frequently, even with the smallest changes. I canāt seem to reproduce it in a new project, I expect itās old baggage from my project.
Epic there is a game and engine breaking bug that I pointed out during release 5, and yeah I should of posted it on answerhub before posting in the threads but please look at itā¦ Additional windows drop their FPS while in focus instead of out of focus - Platform & Builds - Unreal Engine Forums
For some reason I canāt install this hotfix?
āIS-PQE1223ā
This machine hasnāt changed since the 4.12.1 update.
any ideas?
I managed to upgrade my project from 4.10.4 to 4.12.0 successfully (I did have to rewrite a few parts of the varest plugin I was using and turn off the Flurry plugin temporarily). This is in the source version of 4.12.0 on Windows.
However, after a week of working in 4.12.0, Iāve brought the project over to the Mac version of 4.12.0 (source as well) and while everything looks fine and building for IOS completes successfully, upon running the game on the actual device I get the message āThe map specified on the commandline ā/Game/Maps/LoadinglLevelā could not be found. Exitingā. Thatās the very first map it has to load. All other maps are the same.
Turns out all the maps are throwing the Externally Referenced warnings. Problem is, Iāve tried the renaming project folder name trick and this time it doesnāt work.
Iāve gone into Project Settings -> Maps and Modes and reset the Editor Startup Map and Game Default Map. In addition to that, I went into Packaging and removed the whole list of maps and then re-added them in again. The editor is still complaining about external references. The build still canāt run on IOS. I know this project is functioning, as in the Windows Editor Source version, Iāve packaged for Windows and tested it and it loads just fine. Something goes wrong bringing the project over from Windows to Mac on the same editor version.
Is this a known in 4.12? I looked at hotfix 4.12.1 and 4.12.2 but I donāt see anything listed that describes this. Has anyone else run into this? I donāt know how else to build for IOS. Iāve tried packaging for IOS shipping on the source Windows version, but it seems to call Xcode to build (which naturally canāt work on Windows).
To further add to this, Iāve tried both creating a new copy when moving the project from Windows to Mac and doing a conversion in place. Both yield the same outcome.
I see that problem āUE-31687 Vive: Positional Latency with a Possessed Pawnās Camera Componentā should be fixed but it persists in my project.
Do you have the same problem in 4.12.2?
is it me or did 4.12 break the possibility to Trace per-poly against SkeletalMeshes? I havenāt touched my code in months and I found this to be broken now
[=]
For some reason I canāt install this hotfix? āIS-PQE1223ā Epic Games Technical Support & Customer Service | Epic Games This machine hasnāt changed since the 4.12.1 update. any ideas?
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Iām not familiar with that error code. Please click the [Email Us] button in the link you provided, to reach out to our support staff for help with your Launcher.
[=EDI_VFX;545442]
I see that problem āUE-31687 Vive: Positional Latency with a Possessed Pawnās Camera Componentā should be fixed but it persists in my project.
Do you have the same problem in 4.12.2?
[/]
It seems that UE-31687 only addresses part of the, and our next 4.12 Hotfix will include the remainder: UE-31787 Vive: Positional Latency w/ Rotation. The first fix did not account for late-update rotational delta so all rotated Pawns experience an incorrect positional update.
[=Sabun;545392]
However, after a week of working in 4.12.0, Iāve brought the project over to the Mac version of 4.12.0 (source as well) and while everything looks fine and building for IOS completes successfully, upon running the game on the actual device I get the message āThe map specified on the commandline ā/Game/Maps/LoadinglLevelā could not be found. Exitingā. Thatās the very first map it has to load. All other maps are the same.
Turns out all the maps are throwing the Externally Referenced warnings. Problem is, Iāve tried the renaming project folder name trick and this time it doesnāt work.
[/]
For the externally referenced, I found a better way to fix this recently:
- Open up your project folder and navigate to \Saved\Config
- There should be a folder for Windows on your pc (and an equivalent on your mac)
- Edit the Engine.ini file with a text editor
Under the [Core.System] section, make sure all of the paths containing your game content point to the correct directory, and remove any duplicates. It should look something like this:
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=G:/412/OceanProject/Plugins/OceanPlugin/Content
Make sure you donāt delete any that are actual paths to plugins (like the last one in the list above), just make sure the path is correct.
Hope that helps!
[=;545116]
So git plugin simply wonāt work until 4.13? Or pull request could make it into 4.12.3?
[/]
These fixes have been merged into 4.12 and will be part of 4.12.3 (and 4.13).
[=;545590]
These fixes have been merged into 4.12 and will be part of 4.12.3 (and 4.13).
[/]
Indeed, very good news, thanks a lot
[=;545590]
These fixes have been merged into 4.12 and will be part of 4.12.3 (and 4.13).
[/]
Does anyone have an ETA of when the first 4.13 preview will release? Eager to try out new media framework stuff
[=jojo8026;545686]
Does anyone have an ETA of when the first 4.13 preview will release? Eager to try out new media framework stuff
[/]
We are taking our time with 4.13, so the preview wonāt be occurring for roughly another two months. You are always welcome to check out the latest code on our Github branch though. Just be aware thereās no assurances of quality or stability on .
Cheers
[= Ellis;545720]
We are taking our time with 4.13, so the preview wonāt be occurring for roughly another two months. You are always welcome to check out the latest code on our Github branch though. Just be aware thereās no assurances of quality or stability on .
[/]
What are the major features planned for 4.13 ? (keeping my fingers crossed for Steamworks fixes; Gear VR stuff; new audio system with spatializer, early reflections and occlusions for Android/Gear VR) :o
[=;545726]
What are the major features planned for 4.13 ? (keeping my fingers crossed for Steamworks fixes; Gear VR stuff; new audio system with spatializer, early reflections and occlusions for Android/Gear VR) :o
[/]
We donāt have all that information ready to go right now, and Iād like to keep this forum thread focused on the 4.12 release. Keep your eyes open for the 4.13 Preview thread in a few weeks.
Thanks
[=;545572]
For the externally referenced, I found a better way to fix this recently:
- Open up your project folder and navigate to \Saved\Config
- There should be a folder for Windows on your pc (and an equivalent on your mac)
- Edit the Engine.ini file with a text editor
Under the [Core.System] section, make sure all of the paths containing your game content point to the correct directory, and remove any duplicates. It should look something like this:
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
Paths=G:/412/OceanProject/Plugins/OceanPlugin/Content
Make sure you donāt delete any that are actual paths to plugins (like the last one in the list above), just make sure the path is correct.
Hope that helps!
[/]
Iām a bit worried my situation might be different. When I copied over my project from Windows, as per normal, I leave out the following folders:
- Binaries
- Build
- Intermediate
- Saved
My understanding is that when you go through the Unreal Engine 4 āOpen a copyā process, it does the exact same thing.
When I first run the project through the Unreal Engine 4 Mac editor, it does not seem to generate anything but the folder WorldState under Saved. I had previously looked for the Engine.ini file too.
On Monday when I get back into the office, Iāll try instead to copy over the entire Windows project folder including the folders Binaries, Build, Intermediate and Saved.
What I can see in the project folder in Windows are the following:
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/2D/Paper2D/Content
I wonder if my is arising from the fact that the Mac version of the Editor is not generating this file for me.
Just to further add more information, I have tried to package my project in both the 4.12.0 and 4.12.2 source version of the editor on Mac without success. Both versions of the engine will still complain about the external references. I guess on Monday Iāll experiment with the steps above. I appreciate you taking the time to respond to me
Sequencer Questions:
Any way to import and use image sequences within Sequencer, I know you can export/render them outā¦but what about importing them back in?
Can you do things like export sequencers edit decision lists, to a .psk file and import to use with blenders sequencer?
If image sequences are not supported, is there any better way to do this than to point a camera at a in game texture running cycling the frames? It sounds like one in theory could line up several camera all pointed at movie textures, and then still do basic cut dissolve editing with the Sequencer, but iād like to see this become more of a real NLEā¦while still offering all the runtime game support which is amazing. Is this the plan, do you have a roadmap?
Just found Media Framework:
.unrealengine.com/latest/INT/Engine/MediaFramework/index.html
So basically, how would I use these media files in Sequencer, can I, or will we be able to soon? Also might want to create a Sequencer section in forums, so we can post questions like this there. Thanks and great work on this!
[=;545474]
is it me or did 4.12 break the possibility to Trace per-poly against SkeletalMeshes? I havenāt touched my code in months and I found this to be broken now
[/]
I investigated further
apparently tracing and MasterPoseComponent is broken again, and for worse this time.
Epic please look here: Traces fail on perpoly SkeletalMesh using MasterPoseComponent - Character & Animation - Epic Developer Community Forums
I could really use some help here from the Unreal developers. What file does the Engine check on Mac to determine if a map has external references? Even after copying over the Windows project folder in full and doing a conversion in place, the Mac editor refuses to recognise that the maps and their contents are within the same project folder (4.12.0 to 4.12.0 and 4.12.2 to 4.12.2 both tried).
The file on Windows, Engine.ini under Saved/Config/Windows doesnāt exist when opening with the Mac editor. I tried creating the folder and file Saved/Config/Mac/Engine.ini but to no avail. Something, anything to point me in the right direction.
Hello,
I switched my project from UE4.11.2 to UE4.12.2 and I am facing some issues with Child Actor Components. Details here:
https://answers.unrealengine.com/questions/435161/issue-with-bp-child-component-actors-in-4122.html
Mesh instancing is involved, I donāt know if it is related to the.
Please let me know if a fix can be included in 4.12.3.
Thanks a lot
Julien