4.14 Released!

Ok done. Thanks.

As I pointed out in the comparison shot is only showing Contact Shadows and has disabled Cast Shadows for the meshes so you don’t get shadow casting from any light sources here. In a development state you would not do because contact shadows aren’t meant to replace shadowing techniques but instead to enhance them by providing these nice shadows for small surface objects at distances and close up. It works really well with foliage and detailed characters and should use low values for the contact ray length. 0.07 is probably a bit much for and could definitely be lowered with similar results, but again, was only meant to show the quality differences between 4.14.0 and 4.14.1 from a bug.

Also keep in mind that Contact Shadows is a screen space feature and use it to enhance your shadows, not replace them. They blend really well with light source shadowing and is not particularly noticeable with the noise when using a proper contact length.

Idk how contact shadows algorithm work, but it looks like it calculate some distance, at least for cut off. so maybe it can be lerped to zero after some distance, all that half leg shadows look really ugly.https://i.gyazo.com/23bf2a161ae5e8bef743cccd15ab5086.png
It would be easier to set up one distance for sharp contact shadows and another distance for a blended contact shadows.

When blended with normal shadowing you wouldn’t notice. Again, was just an example to show contact shadows comparison not actual intended use values. Test it out when the hotfix releases to see what works best for your project. Lower values will work better in most cases depending on the scale of your game.

Hi , I hope you guys can also consider bringing back or at least let the old method of importing apex cloth objects be an option in the hot fix, the new skinning thing isn’t working out well for some of us.

so i cant figured out by myself how to use the new “simple wheeled vehicle component” to drive my wheels - on a short release notes it says to add torque but how can i achieve ? where is the documentation / tutorial on feature?

I dont known how you do , but new automatic LOD generation feature is work better in my project than ProOptimizer in 3ds max. Many thanks to one, who implemented auto LOD.

Is Visual Studio 2017 RC Community edition supported?

I see
Preferred Visual C++ installation (VisualStudio2017) not found - ignoring.

when generating project soultion.

It is not supported in 4.14.0, but it will be supported in 4.14.1 :slight_smile:

4.14 is forcing me to create REP properties in full capslock; I’d like to understand why is that?!

I.e:



UPROPERTY(Replicated)
int32 HitPoints;

UPROPERTY(Replicated)
int32 Mana;


That will absolutely generate errors inside .generated files unless I rename ALL my UProperties to match generated code now:



UPROPERTY(Replicated)
int32 HITPOINTS;

UPROPERTY(Replicated)
int32 MANA;


Why the hell on earth is happening in 4.14 and who is responsible for such “great idea” ??

Epic staff will undoubtedly tell you

I’m hoping for some additional info on top of that. That sounds like a horrible regression.

I’ve experienced no such thing when compiling under 4.14. By your logic every replicated property in the engine source code would be in all uppercase.

Many weird things are happening here when I convert a project to 4.14, is crazy really.

How can we achieve the parabola distortion effect now that its been removed?

Is 4.14.1 coming week ?

Probably. Or maybe beginning of next week. I wonder why they wait so long, that’s unusual, they could have released it a week ago and do 4.14.2 week and 4.14.3 next week. I think its not good to wait weeks for the first hotfix, especially since people have to wait for that to get compatibility with VS 2017.

Also, Epic said they want to release 4.15 in December, so if that’s still the case then 4.14.1 will be released roughly the same time like 4.15. No idea how they want to manage that since 4.15 isn’t even branched yet. But since they said 4.15 should be the stability release towards the end of the year it also wouldn’t make sense to release it next year :rolleyes:

I bet there are too many issues with 4.14 and that’s why it takes so long to get hot fix out :confused:

I’d rather have 4.15 in January, with a way less bugs than 4.14 :slight_smile:

Any delays with hotfixes are due to working on fixes that we want to include in the hotfix, and quality-testing and addressing any newly introduced issues. Our goal is to release very few hotfixes, but make them valuable. We are working diligently on 4.14.1 and hope to release it soon.

4.14 will be the last release of 2016. We will be releasing 4.15 in Q1 of 2017.

Cheers

To be fair, UE4 hotfix releases are very fast compared to the rest of the industry ^^. And so does the major release…
Btw, it is also important to make sure the fixes do not introduce new bugs - just give them time to put up good fixes.

UPDATE!

The 4.14.1 Hotfix is now live! hotfix resolves over 50 issues with the 4.14 release.

Fixed in 4.14.1

Fixed! UE-35609 Delay nodes used in a macro cause subsequent macro calls during the delay to never complete
Fixed! UE-38690 Regression - Nested scene component subobjects are no longer being registered when the owning scene component is added to an existing Actor instance as an instanced component.
Fixed! UE-38835 Rename “Visual Studio ‘15’” to “Visual Studio 2017”
Fixed! UE-39298 UE4 and UnrealLightmass fail to build Module.SwarmInterface.cpp due to an error trying to open include file ‘metahost.h’ in SwarmInterface.cpp
Fixed! UE-39284 Running GenerateProjectFiles.bat -2017 completes with warnings
Fixed! UE-38898 UE4 is not compatible with Visual Studio 2017 RC
Fixed! UE-38604 PS4 Platform Staging copies debug files (not allowed)
Fixed! UE-38992 [CrashReport] UE4Editor_Core!FString::Mid() [unrealstring.h:1154]
Fixed! UE-37249 MallocPoisonProxy can result in a memory stomp for aligned allocations in Debug and Development
Fixed! UE-38991 [CrashReport] UE4Editor_Engine!FUObjectAnnotationSparse<FBoolAnnotation,1>::AddAnnotation() [uobjectannotation.h:76]
Fixed! UE-38752 Cannot Delete Folder Containing Sub Folders from Content Browser
Fixed! UE-38721 Mouse cursor position is locked to center of screen when bShowMouseCursor is false
Fixed! UE-38599 User Defined Struct Editor Hides Long Variable Lists
Fixed! UE-38706 Dropdowns display incorrectly in non 1:1 zoom in BP on and PC
Fixed! UE-38806 Potential fatal assert when using a custom MID with a TextRenderComponent
Fixed! UE-39059 No scrollbar in Structure UI
Fixed! UE-39198 Limited range of motion when controlling the camera view with the mouse
Fixed! UE-11796 Deleting folders in the Content Browser will not delete them permanently from Project Folder
Fixed! UE-38925 Reimport for a single FBX with multiple meshes will add all mesh pieces instead of the single mesh.
Fixed! UE-38935 Crash with FBX Import as Skeletal Mesh
Fixed! UE-38749 Pressing enter does not appear to activate OnClicked events in UMG When a button is focused
Fixed! UE-37698 Widgets can no longer take focus after clicking somewhere other than the widget itself
Fixed! UE-36766 Crash attempting to open an asset from Aim Offset graph in Persona
Fixed! UE-38811 Camera attached to a Spring Arm jitters when put at a +90 or -90 degree angle on the Y axis.
Fixed! UE-38906 Crash when streaming in a level with a child actor
Fixed! UE-38518 Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Fixed! UE-39197 Delay node of 0.0 causes crash
Fixed! UE-39137 Crash when Dragging Skeletal Mesh with Apex Clothing into Level
Fixed! UE-38998 [CrashReport] UE4Editor_Engine!UMaterialInterface::GetBaseMaterial() [materialinterface.cpp:268]
Fixed! UE-38716 Physics are popping in Vehicle Advanced Template
Fixed! UE-38989 [CrashReport] PhysX3PROFILE_x64!physx::PxcDiscreteNarrowPhase() [pxcnpbatch.cpp:293]
Fixed! UE-38694 Landscape Grasstype warning causes log spam when landscape is streamed in or out
Fixed! UE-39278 Assertion failed: !LandscapeActor || LandscapeActor == Landscape
Fixed! UE-38900 Paper2d Plugin Content Missing from Content Browser
Fixed! UE-39120 ETC2 Android devices are no longer supported in the Google Play Store as of 4.14
Fixed! UE-37101 Xbox One: Issues updating texture subregions
Fixed! UE-35738 IPv6 implementation is not working on IOS
Fixed! UE-39420 QAGame crashes when launched onto Android
Fixed! UE-38709 Using Deferred Decal Material With Dbuffer Decal Enabled Crashes Editor
Fixed! UE-38223 Crash In Material Editor When Previewing A Node
Fixed! UE-39051 Engine crash when Scene Capture Component 2D is added to viewport with forward rendering
Fixed! UE-39123 Editor crashes when opening Realistic Rendering sample - FMetalRHICommandContext::RHISetShaderUniformBuffer
Fixed! UE-38609 DFAO runs out of memory on xb1 (DX11 RHI) due to an RHI bug
Fixed! UE-38699 Material Expression comparison keys incorrect, produces duplicate code
Fixed! UE-38325 Tangent Update Feature Not Working
Fixed! UE-38768 Contact Shadow artifacts with ray lengths despite length
Fixed! UE-34264 Procedural Mesh Component Crashes on XB1
Fixed! UE-39132 Crash when adding actors to the level
Fixed! UE-38353 Crash while deleteing a UMG Animation Track referencing a deleted UMG asset with duplicated BSPs in-scene
Fixed! UE-39067 Oculus Touch controllers jitter when the gamethread runs quickly
Fixed! UE-39113 Post process material needs a full RT clear with hmd mask.
Fixed! UE-39122 Crash when Simulating in Editor after Painting Foliage
Fixed! UEVR-381 Interleaved Compositor: Execute init views before late update
Fixed! UEVR-379 Interleaved Compositor: Implementing Post-Present handoff
Fixed! UE-38670 New IsA() code can be thread-unsafe during saving

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