Could you give some more Information about how to create the PostProcess AnimBP? I’ve ended up with my mesh ignoring any animation if I just plug my bone specific controller nodes into final animation pose. There also seems to be a bug with the clear option of the PostProcess AnimBP selection window. It just keeps the selected BP selected instead of clearing the slot.
In that one I’m about 10-12K units away from the world origin, and the object is I think around 40 UU’s accross? That would certainly explain my issue ![]()
REMEMBER: If you believe you have identified a bug with the 4.14 release, please follow the “How to Report a Bug” guide](Report a Bug - Unreal Engine) and post them to the UE4 Answerhub in the ‘Bugs Reports’ section. Thanks!
Holy ****
Finally… is just gold 10/10 for Update ![]()
World composition takes up too much ram in version.
Anybody experiencing the same issue?
I’m glad to see I’m not the only one who is most excited by feature ![]()
might be me being a little dumb, but can we define maps and sets in blueprints? I know it’s feasible in C++, but since there’s new feature “Editable Map and Set Properties” in blueprints, can we now define them in blueprints?
What is happening!
I’ve never been so excited before.
RIP I loved you and you loved me.
We are sunsetting support for , 4.14 will be the last version to officially support running on .
A moment of silence for a great OS, unless is God like and is a misunderstood programers dream.
I’ve been thinking the same thing! I’m trying so hard to find it, but their named very poorly, so I can’t find anything. So far, its placed really poorly too, seeing as I cannot find how to create them…
Hmm… It might be only able to create in C++. Which is unfortunate, was my favorite feature, but now it might as well not exist, from my standpoint, at least.
I agree … I can now stop using my Batch files to do for me before I do new builds. 8-}
Hi,
Ran into an issue and found the solution.
In 4.13.2 I was able to get a valid pawn from the controller at OnPostLogin. In 4.14 I am not.
Not sure how but Google finally worked for once and I found an event in the documentation that I’ve never seen before. It’s called HandleStartingNewPlayer and it provides a controller as well. Using that event the same way I used OnPostLogin got my server working like it used to.
Cheers,
Super-B release
Fantastic release! Epic keeps impressing and I’m blown away by every new version.
Some bugs take their time. ![]()
So much to look through, what a release!! Can’t wait to use the vive with stuff.
Added Answerhub Entries for the issues I found so far:
- Some UI colours seem to be displaying differently to how they did in 4.12
- Resolution Scaling behaves differently in editor to externally
- When entering ‘Fullscreen’ Window Mode in a packaged game, the Gamma changes, a lot.
- Packaged games now start in ‘Windowed’ mode again, as opposed to ‘Borderless’ like they used to.
For some reason, some of these posts are requesting moderator approval… even though I am one ![]()
Does that means that the cook content can be shared accross platform as per card: https://.com/c/6NzsbHm1/656-done-4-14-unified-cooker-one-cooked-set-of-content-for-win–linux ?
I mean, I can cook the content once for all platform and just have to build my binaries per platform?
Thanks
By the way, awesome release! is a major one and I hope to test it soon!
Great release! Sadly I have problems with CCD which makes my whole game unplayable.( Answerhub) Seems like I have to stick with 4.13 for now.
The problem you are having with windowed/borderless may be working as intended. There is an option under project settings to start in borderless. I can’t remember what section it’s in, but it was one of the first ones.
If you can’t find it, let me know and I will get the exact location when I can get to my computer.