4.14 Released!

@anonymous_user_f7cd8636 Any Epic Staff that see your posts here and want to try to help you is going to want to find your AnswerHub post. It would probably be good if you included links to your AnswerHub posts if you are going to post it here as well.

Ehh, did Epic just added a Set Brake Input?

Strangely enough, it doesn’t work, at least for me, and apparently, no one in fact did notice that.

I got the one pixel blueprint editor once, got very confused. I’d like a link to an answer hub post on that.

Alembic too more bugs? May be I don’t know how to Correct Export Method
4.13 Not Correct UV and postion.
4.14 have Correct UV , but postion… always not Correct.

I have 4 part mesh Animation Sample by use Rayfire . Merge together. But Export Alembic to MAYA OR BLENDER , they have Correct World postion. But I exoport UE4… No… the 4part mesh Not Correct World position

I export MAYA2017 , they have World Space menu. but export UE4 ,No effects? I don’t know why.

You shouldn’t need to do anything to use that feature. Text Render components would previously render every glyph using the font page set on the material (typically page 0), but now they will generate batches (using Dynamic Material Instances - MIDs) that use the correct font page for the glyph being rendered. The only caveat is that we can’t make a MID based on another MID, so feature doesn’t work if you’re using a custom MID on your Text Render component.

In release notes there are some bugfixes for Unreal Game Sync - anyone know what is Unreal Game Sync? Can’t find any information about it.

Hi intoxicat3.

If you are setup with a Github account linked to your Epic Games account, you can read the full information about UnrealGameSync here: https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Programs/UnrealGameSync/Deployment.txt

The quick summary:

Cheers

Quick question will the forward rendering option eventually support light functions and profiles and if yes is there any timetable for when that might be? Thanks in advance!

https://puu.sh/sNqtV/a287a420fe.png

4.15 :slight_smile:

UPDATE!

The 4.14.2 Hotfix is now live! hotfix resolves a handful of important issues with the 4.14 release. It also includes the recent QFE “quick fix” to resolve a number of the crashes with the error message “Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)”

Known Issue: Users running in DX12 may experience a crash, “UE4Editor_D3D12RHI!FD3D12CommandListHandle::FD3D12CommandListData::Close()”. Please update to the latest graphics drivers (376.33) if you experience . UE-40115

Fixed in 4.14.2

Fixed! UE-39970 Stat FPS and other text rendering as blocks on android.
Fixed! UE-39650 Fix pause flags when recycling sound sources
Fixed! UE-39560 [CrashReport] UE4Editor_Engine!ACullDistanceVolume::CanBeAffectedByVolumes() [culldistancevolume.cpp:62]
Fixed! UE-39557 [CrashReport] UE4Editor_Persona!FDelaunayTriangleGenerator::FlipTriangles() [sanimationblendspace.cpp:375]
Fixed! UE-39341 Compiling a blueprint with SetCollisionResponseToChannel Causes Crash
Fixed! UE-38818 [CrashReport] UE4Editor_D3D11RHI!TerminateOnDeviceRemoved() [d3d11util.cpp:176]
Fixed! UE-38772 [CrashReport] UE4Editor-Core.dylib!FThreadStats::FThreadStats()
Fixed! UE-38750 Imported Materials Are Not Assigned To Correct Element Index Based Off Mat ID (3dsMax)
Fixed! UE-38710 Vehicle physics are resolving erratically and causing random jitter/flips in the Advanced Vehicle Template

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide

Cool, but when is 4.15pre1 coming? :o

4.15 Preview 1 should be starting in about two weeks.

Please pay attention to problem, thanks!

4.14.2 crash on MacOS 10.12.2, Xcode 8.2, the log:
SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10d1f0dab (filename not found) [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10d3a9378 (filename not found) [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, …) Address = 0x10d486d17 (filename not found) [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x10d405b7e (filename not found) [in UE4Editor-Core.dylib]
LoadPhysXModules()::$_0::operator()(FString const&) const Address = 0x10f74b2be (filename not found) [in UE4Editor-Engine.dylib]
LoadPhysXModules() Address = 0x10f74abbf (filename not found) [in UE4Editor-Engine.dylib]
InitGamePhys() Address = 0x10f714139 (filename not found) [in UE4Editor-Engine.dylib]
FEngineLoop::PreInit(wchar_t const*) Address = 0x10d0fa832 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10d10d8a1 (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10d11b16c (filename not found) [in UE4Editor]
-[FCocoaGameThread ] Address = 0x10d338526 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fffc14afc6d (filename not found) [in Foundation]
_pthread_body Address = 0x7fffd51faaab (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fffd51fa9f7 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fffd51fa1fd (filename not found) [in libsystem_pthread.dylib]

You should leave your actual crash reports and details in your answerhub post. You’ll just get moderators going after you if you post that here.

I commented on your answerhub post.

Please check out

I get these shadows everywhere. Old scenes that looked good before in previous versions now have them too after rebuilding lighting in 4.14. Btw, I didn’t change .ini files or anything.

Does anyone else have an issue with The GEAR VR Global menu progress bar not displaying correctly in UE4.14? when I hold down to get to the global menu the bar only appears in my right eye and its at the top right of my headset (works fine on PC) - It worked perfectly in 4.11 (both left and right were aligned to the centre) in my Gear VR but not in an in any later versions for me.

Apparently is listed as a WONT FIX - Am I correct in reading ? I’m pretty sure Oculus won’t publish my game with a wonky progress bar that only displays in one eye. And it’s surprising since it used to work in 4.11 - I don’t know why Epic isn’t on . Is there a better way I don’t know about. I don’t want to hate on Epic as you guys do great work - but it seems such a small issue to fix that has been knocking around for a while now and it would really save me a few headaches to get working consistently.

I followed tutorial -btw but nothing seems to have been done about it for several versions - :frowning:

Answers gratefully received.

Thanks for the fixes! I love fixes.

Bugs I still personally experience in 4.14.2:

UE-37428 - Certain BP class properties keep losing valueUE-39294 - Menus don’t update on
UE-39464 - GetPlatform node returns “IOS” on tvOS
UE-39501 - tvOS package for distribution fails to find valid certificate and valid provision (fixed in 4.15 branch)
unassigned - Uploading tvOS project: ERROR ITMS-90513 & ITMS-90471
unassigned - Valid Development Provision and Certificate ignored for tvOS
unassigned - What is waking up my physics?
UEDOC-4307 - Android Quickstart - Incorrect about Java Versions

Is there a “public” place to look at UEDOC issues like we can for the UE issues?

Thx a lot~ I will have a try for that, you know that it is very important for Chinese.
Wish it will work well :slight_smile:

Confirming that.

Also : Child blueprint reset to Parent defaults - Blueprint - Epic Developer Community Forums

These issues are absolutely at the top of my most cancerous things in engine right now list.