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.