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! ![]()
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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!!!
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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.
I setup an Azure Windows 2016 box and just used Perforce server: https://www.perforce.com/downloads/helix. Then, I used the Helix Desktop Client (and the UE4 editor). They have both the server and desktop in version. Never tried though… Its free for up to five developers, FYI.
Hi ,
I apologize for missing you in the credits for pull request. There was apparently a bit of a mixup when the ticket that your pull request was correcting was closed, and the ticket tracking the pull request itself was left open. I was not aware that the changes had already been implemented. I can try to make sure you are mentioned (belatedly) in the release notes for the next version of the Engine.
I did notice that you are already included in the Engine credits, and when I looked more closely I noticed that you were mentioned in the release notes for 4.9 for a different pull request, in case you wanted to use that one to show your contributions to your friends. Thank you again for your contributions to the Engine, and we look forward to seeing what you have to contribute in the future.






