mesh decals are probably broken in 4.14 (in a bad way resulting in editor crashes) https://answers.unrealengine.com/questions/524347/using-deferred-decal-material-crashing-editor.html
Please follow the guide to report any potential bugs. Einen Fehler melden - Unreal Engine
Thanks
Thanks Epic!
So Epics lied about ability to add Map and Set’s in Blueprints, just one small step from making great feature as usual.
Anyone used the -enablehighdpi mode yet?
Just wondering if anyone has used the -enablehighdpi commandline mode in the Editor, and what the known issues are. I’m not sure if there’s any additional public info on ? There is literally only one result in all of Google which references thread: https://answers.unrealengine.com/questions/13395/is-there-a-retina-version.html
I’d like to know if the text in the menus scale properly without being cut off, like what happens when the Application Scale hack is used in the Widget Reflector.
Thanks!
Anyone else getting crashes in standalone game or packaged builds while streaming lighting scenarios (unload, load)?
EDIT:
Was able to reproduce on fresh empty project, created a bug report here:
https://answers.unrealengine.com/questions/524454/crash-in-standalonepackaged-game-on-win7-when-unlo.html
**
(Crash in Standalone/Packaged Game on Win7 when unloading Lighting Scenario Streaming Level)**
Everything except the immersive view seems to be working
Thanks RRe36 for the info. I’m not sure if you were answering my question about the -enablehighdpi or if you were referring to a different issue?
I’ve noticed that AA Method option disappeared from Post Process volume. Where can we change the anti aliasing method if we previously were changing it via PostProcess volume?
Postprocessing
New: Added Alpha output support for postprocess materials (optional as a property of the material).
Anti Aliasing method has been removed from Post Process volume settings, and can now only be set from Project Settings under the Rendering section.
Thanks! I somehow missed that while reading release notes.
I was talking about the HighDPI Mode but after some testing I came across some issues.
Widgets won’t scale correctly and will partially be outside the screen. The Blueprint Graph preview line while connecting nodes also seems to be wrong. Moving elements in the Viewport also seems to be suffering from some issues.
Thanks so much for testing that and letting me know. That is greatly appreciated! It would be so great to have these High DPI issues sorted out soon, as I recently began testing in 4.13.2 in the Mobile Preview (PIE), and unfortunately there is a bug that prevents you from launching in “portrait” mode unless your monitor is set to its native resolution. I’ve been running my 1440p monitor at 1080p up until now because that’s the only method to get a large enough UI with decent clarity. Using the Windows DPI scaling method, on the other hand, results in everything becoming extremely blurry. I am hoping new High DPI mode will help resolve that, especially since switching screen resolution to native just to access “portrait” mode is quite tedious. I will have to begin testing the HighDPI Mode myself soon and report back.
~
@Epic:
Could you update the documentation to include how to set up the Post Process Animation Blueprints?
Or could someone here explain me how to set them up as I really want to use them for Dynamic Body Armor Animation of my player Mesh.
Greetings
RRe36
Yes, officialForward rendering support.
Awesome work Epic team 
Bug report filed:
Cool update though, and I can’t wait till some improvements are made to the forward renderer.
very interesting new 4.14 ! thx very much.
what about vertex animation import. Is now possible with Unreal Engine ? I am not sure but i think i read something about it some time ago.
maybe i missed it ??
anybody knows about it ?
kind regards
stucki
Bug 4.14 renombre una carpeta y me dejo una copia pero con todo en blanco e intento borrar pero no se puede.
Yay! Real fixes!
No. Flipping. Way. I have had to manually delete folders off of disk after deleting them from the Content Browser for…forever! I can’t believe Epic figured out how to remove folders, finally! (Only some sarcasm here, I really appreciate fix! :D)
I hope that means that other fundamental fixes have a hope of being addressed. Things that affect us every day. You know, like:
- Deleting assets in the Content Browser sometimes doesn’t delete them from the disk… (sounds similar to another problem we discussed recently…hmmm…)
- Undoing blueprint changes no longer crashing the engine (gets slightly better every release…)
- Changing a blueprint that is a subclass of another blueprint resets all editable variables of your blueprint instances in the level back to defaults, forcing you to quit the engine without saving your level. Again.
- No longer needing to manually handle gamepad/keyboard input navigation separately in every widget, ever. Mouse support = Awesome. Gamepad/keyboard support = laughably bad. Gamepad/keyboard should be able to navigate, hover, press, etc. just like a mouse does. You shouldn’t have to manually check the gamepad focus every tick and then fake your own events! For those asking for gamepad tutorials, the best gamepad menu guide I have ever found is one – it shows the best way to handle gamepad menu input that I have ever seen (so far). Still very laborious, unfortunately. But it mostly works.
- Having programmatic way to force a widget to be hovered, clicked etc. would enable quicker workarounds to the above gamepad problems. The events are all there…we just can’t fire them.
- Having the GetPlatformName node return tvOS instead of IOS when you are on…tvOS (they have very different requirements in practice, people).
- Some way to get what class of gamepad is being used (PS4/Xbox/MFi) – all three types have different button layouts, and all three types can connect to a , for example. Which means and HTML5 have to support all three layouts somehow…
- Real Git support that works reliably. Right now we all (in my team) quit the engine and manage our source through Git manually.
- Supported way to change input keys for project input axis/action events at runtime. (I keep meaning to give 's plugin for that a try…but it is listed as only supporting up to 4.10)
- A physics system that supports stable, at-rest physics. No matter how much I tweak depenetration, mass, offsets, sleep thresholds, etc. it is super difficult to get even the simplest geometry (box collisions) to support more than a couple objects stacked up before they start bouncing or sliding apart.
- Fully support orthogonal camera views. Ever tried using an orthogonal camera? Oh wait, you wanted to use rendering features A, B, F, Q, or W through Z? Sorry, no. Many rendering features only work in perspective. Orthogonal views are gimped. That makes 2D games in 3D space very, very difficult. Either dump rendering features or deal with constantly-shifting perspective problems.
- Support for 3D objects in widgets, so you don’t have to pose them in every level and render them to textures. Ya, I know. Now I’m really dreaming. The transparency support for render-to-texture in 4.14 looks exciting!
- Disabling “Start Awake” under physics should actually make a component…not start awake.
- etc.
I appreciate fixing these types of fundamental issues soooo much more than the fancy headline features that I don’t have time to learn to use as an indie dev. Yes, I have made answerhub posts for most of these issues. I am inspired to go through most of them and submit them again, now that the issues site is up and being linked to more.
Of course, every crash fix, ever, is also very much appreciated!
:o Keep up the good work. I’m looking forward to 4.15, as it’s supposed to be the yearly stability release. Just the kind of stuff I’m looking for.
It is also really cool that the stuff that I manage to fix and create a patch for, you usually accept my pull request. It would be even cooler if after accepting my pull requests and including them in the engine that I could be added to the list of the rest of the credited contributers. I get left out of that list for some reason. Then I could show my friends who are not under your NDA that I actually contributed. Can’t really show them the GitHub site or your source code, you know. I anticipate I’ll get on that list eventually as I submit more patches.