“World Outliner
New: Added the ability to collapse and expand folders in the World Outliner.”
Where is it? I think is VERY useful, but I can’t it.
“World Outliner
New: Added the ability to collapse and expand folders in the World Outliner.”
Where is it? I think is VERY useful, but I can’t it.
I tried to use feature, but i can’t click “true” box check !
I also tried to rewrite DefaultEngine.ini but after reloading project, it was false again… what is wrong?
It is only me or 4.14 have a decent frame lost?
The same scene in 4.13 renderd frame in 10ms, and in 4.14 it is now 13ms…
Thanks! I appreciate it ![]()
Apparently only works in source code builds right now. Doesn’t work on the launcher version of the engine.
In the POM thread there is mention about bug that causing material compiler not to reusing nodes like it worked before. There is fix already made that is coming to 4.14.1.
Did something change in regards to how text and string variables are displayed on user widgets, via blueprints?
Update Okay seems to be a Gamespark issue, but not entirely sure.
We are unable to package our project with 4.14.
Any ideas what’s going on?
LogCook:Display: Cooking /Game/Maps/L_Ranch_TH -> O:/Projects/pcthunder2305/Thunder2305/Saved/Cooked/WindowsNoEditor/Thunder2305/Content/Maps/L_Ranch_TH.umap
LogWindows:Error: begin: stack for UAT
LogWindows:Error: === Critical error: ===
LogWindows:Error:
LogWindows:Error: Fatal error!
LogWindows:Error:
LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000818
LogWindows:Error:
LogWindows:Error: UE4Editor-Engine.dll!operator<<() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:2477]
LogWindows:Error: UE4Editor-Engine.dll!operator<<() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\containers\array.h:1123]
LogWindows:Error: UE4Editor-Engine.dll!UStaticMeshComponent::Serialize() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:271]
LogWindows:Error: UE4Editor-CoreUObject.dll!FArchiveSaveTagExports::ProcessTaggedObjects() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:994]
LogWindows:Error: UE4Editor-CoreUObject.dll!FPackageExportTagger::TagPackageExports() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3201]
LogWindows:Error: UE4Editor-CoreUObject.dll!UPackage::Save() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3784]
LogWindows:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Save() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:3966]
LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2962]
LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2166]
LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1553]
LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:850]
LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1843]
LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:113]
LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
LogWindows:Error: .DLL
LogWindows:Error: ntdll.dll
LogWindows:Error: ntdll.dll
LogWindows:Error:
LogWindows:Error: end: stack for UAT
Took 210.1086506s to run UE4Editor-Cmd.exe, ExitCode=3
Could be caused by: https://github.com/EpicGames/UnrealEngine/blame/release/Engine/Source/Runtime/Engine/Private/Components/StaticMeshComponent.cpp#L2477
issue has been reported several times before for earlier engine versions; It didn’t happen for 4.10 up to 4.13 on me… but now in 4.14 if I call MyCharacter->Serialize(MyFArchive) then I simply get only in 4.14:
Assertion failed: TCString<TCharType>::Strlen(InName)<=NAME_SIZE [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 582]
The same happens if I call Serialize in Components and in HUD class; but it doesn’t happen for other Actor classes so something have changed and I don’t understand what it is.
/fires 21 guns in the air and sounds the trumpets in honour of .
Me too. It irks me how they didn’t tell any means of actually using these features.
@Willard720:
Did you add TMap item successfully? I create a TMap varialable, when I pressed “+” button will cause UE editor crash…
I think that’s what the “non-functional” verbage means.
Not all features are announced for reason. Especially experimental features. Feel free to use the feature and report issues but know that things will change and you’ll not have the smoothest time, like with crashes.
I feel like I’m getting extremely poor results out of Contact Shadows, the cast shadows don’t appear to be correctly placed and change/shift based on how the camera is oriented. Is what I should be expecting?
https://dl.dropboxusercontent.com/u/27624662/contactshadows.jpg
Hello guys,
Is there any support for VR mixed reality + third controller for VIVE in 4.14?
My context menu for TMap is completely empy, so from my point of view its not a feature, if you cant do anything with it.
You said it “archived” not done, don’t expect it before 2017 or 2018
0.1 is 10% of screen. Way too large for good results. Try something like 0.01.
Perhaps someone made a mistake on the stream - I don’t know I didn’t watch - but there’s nothing in the release notes at all saying maps and sets are available in blueprint. Just that they are editable in the details panel.