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.
4.14 seems to have screwed up all my collisions in my latest project. It overrode the initial import settings I had in a previous project, and re imported it when new settings which messed up the normals and collisions from the old project. It’d be nice to not have to do all manual labor in what should have been a smooth transition from 4.13 to 4.14. Please keep in mind with future engine versions.
I asked in twitch comments during a livestream, and they said NO. You can’t create Maps and Sets in blueprints. But you can expose the ones in C++ to blueprints and edit them in blueprints, which is a good first step!
I would personally call it being “slightly too vague in their description”, rather than lying. I agree it’s disappointing. I was jumping out of my seat until I realized it was edit-only (since I’m 99% blueprints right now).
I don’t see the Ansel_integration_guide.html in the ansel plugin folder. Can’t figure out how to activate it in-game
Edit : It’s missing from the launcher version of 4.14. You can check it out here https://github.com/EpicGames/UnrealEngine/blob/4.14/Engine/Plugins/Runtime/Nvidia/Ansel/ThirdParty/NVAnselSDK/docs/Ansel_integration_guide.md
Ha, first you realize you can not create maps in blueprint. Second you realize you can not read from maps in blueprints. WTF.
Insane update! Especially for mobile developers!
Spent most of the week working out how to light scenes using the forward render path and holy cow.
Im absolutely IN LOVE with MSAA now. Not sure i could ever go back! HAHAHA.
Thank you Epic! you are Epic!
With the surprise release of Visual studio 2017 RC, release 4.14 can’t find it as is VS 15 renamed. Any of a hotfix? I can force it, but I assume there’s more to be done. I can still use 2015 for now, but I’d like to be able to support it forward.
I updated to 4.14 from the latest version and some meshes’ materials changed their order. Also when I exported and re-imported meshes from Blender v2.75 the imported mesh scales were atleast 10 times bigger on the meshes than before, used same Blender export settings as I did on earlier UE version. Though when I downloaded Blender 2.78 and re-exported/re-imported the same meshes without modifying them, they were back to their normal scale
Another amazing release!! Thank you Epic <3
Well I’m not getting the HighDPI Mode to work. I tried passing the command line argument -enablehighdpi after the quotes in the Epic Games Launcher shortcut but that doesn’t enable it in the Editor. Is there a different .exe file I should be looking for? Thanks!
EDIT: FIXED. SEE BELOW
I got it to work: I needed to find the UE4Editor.exe file, make a shortcut to it, and add the -enablehighdpi argument after the quotes, like so: “C:\Unreal Engine\Epic Games\4.14\Engine\Binaries\Win64\UE4Editor.exe” -enablehighdpi
My first observations: I am very impressed! Beautiful sharpness and clarity with proper viewable size of text. Additionally, text in the menu drop-downs are not cut off as with the former widget reflector hack. So is great. There are a few quirks to be worked out still, as the wires in Blueprint nodes do not respect your mouse’s position when dragging. Also, you still cannot launch your mobile preview in portrait mode. That currently only works at native resolution with NO dpi scaling in Windows, unfortunately. However, I am super excited to see new feature being implemented! Great work, Epic!
~
Awesome fix!! Thank you Epic!!
While the selection outline is still not visible in ES2, the Transform and Scale Widgets are back!!! Thank you so much Epic for fixing in 4.14.0 !! I believe release note may be referring to the fix: “Bugfix: Fixed an issue with missing widgets when using Mobile Preview mode with a Mobile HDR disabled project.”
Awesome! Thank you again. So many other great features in release as well, and some fantastic functionality added for mobile development too.
Sincerely,
~ Janz
YAY! I periodically search through all settings for stuff. will speed things up immensely.
Sweet! A bit of orthographic love. So rare.
If you switch from using a blacklist (a list of disallowed characters) to using a whitelist (a list of allowed characters), then you won’t have to perpetually discover and add new entries to your blacklist. Especially important if you deal with unicode.
Nice! I hope to make some good use of in the future.
Great! Hopefully that means we can cut an anchor and move forward.
Whoa! Portrait mode is working for me for the iPhone 6 preset (750 x 1334) in Play in Standalone Game (when running my monitor at 1440p and 120% dpi scaling in Windows). Any bigger preset though, such as the iPhone 6+ preset, seems to default to a 4:3-ish window unless you’re running at 100% dpi scaling in Windows. At any rate, is an awesome surprise and a huge life-saver! Combined with the fantastic clarity of the new HighDPI mode, I have never enjoyed working inside of UE4 more!!!
So yeah. Epic sadly broke World Composition in 4.14. I’ve done a full breakdown of the RAM usage on 4.12.5 vs. 4.14. so I can document the issue for the Epic staff to look over and fix. In short the same 64km2 map that took 3GB of RAM in Unreal 4.12.5 is now taking 18.5GB in Unreal 4.14.0. I’ve added documentation of the issue below. Does Epic know what could be causing the issue? Would really like to be able to take advantage of the World Origin rebasing that has been added in 4.14. World Origin Rebasing becomes entirely pointless if developers can’t even load up the map.
Here is the my PC’s memory usage BEFORE starting up Unreal. I have 20gb of RAM. You can see that I’m using roughly 50mb of ram at the moment. Very little usage.
Here I’ve loaded up Unreal 4.12.5. You can see that Unreal is using 800mb of RAM. is before loading anything else in the engine. The usage is really good in fact!
After loading up a 64km2 World Composition map is our usage. You can see we’re using about 3GB of RAM with 64gm Map loaded up. It’s very usable and easy to work with. Great job, Epic!
Here are the tiles as they look in World Composition. ** is using up 3GB of RAM in 4.12.5. **
Here I’ve loaded up Unreal 4.14.0. You can see that Unreal is using 900mb of RAM. is before loading anything else in the engine. The usage is again really good!
Uh oh! After loading up the same 64km2 World Composition map in 4.14.0, you can see we’re using 18.5GB of RAM now! What the heck is going on?! same 64km2 map only took up 3GB of RAM in 4.12.5.
Here are the tiles as they look in World Composition in 4.14.0. ** is using up 18.5GB of Ram in 4.14.0.**
We were planning on making the jump to 4.14. but is a huge dealbreaker. Epic do you know what might be causing the issue?
Total bummer…! Think MS just decided at the last moment to change it to 2017 because VS 15 and VS 2015 were too close…
I know switching source control software is a giant pain in the butt, but Perforce works REALLY well in the UE4 editor…!
Perhaps I should give perforce another try. Any suggestions for Perforce setups for those of us on a ?
I tried it once over a year ago and I failed to get it set up after wasting two days on it. It seemed super over-engineered. Tons of terminology to figure out just to freaking set up an empty repo. For Git (since I use it all day every day), I just found a good .gitignore
file, and ran git init
and hooked it up to GitHub.