Shift+Click the expansion arrow to perform a recursive expand/collapse. It’s a standard action for Slate tree-views, but they actually need to implement a handler for the recursion (quite a few tree views in the editor do implement it though).
The GPU Debugger is broken on PS4 with SDK 4.000. That’s because the Unreal Engine code relies on function sceGpuDebuggerRegisterShaderCode, which was deprecated in SDK 3.500 and has been removed in SDK 4.000. It’s a pity, since as soon as I upgraded to Unreal 4.14 I am consistently getting GPU page faults and I can’t debug to find what it’s causing them.
Take a look at my UI scripts, if you have time. It’s my approach to handle gamepad/keyboard navigation.
Well, on PC we used to ignore different layouts than Xbox one. Games display button icons for Xbox controller. You can emulate Xbox input if you connect PS4 controller to PC (although there’s no official support for it).
Seriously, using PS4 controller on is trully insignificant feature
What happens when you just connect the nodes, close editor, then delete Saved and Intermediate folder, restart.
Based on my scenario/case: In order to make work, also check the related functions. Best is to delete the function and recreate it based on the current variables connected. Sometimes if you change a reference, the connected nodes still work, until restart.
To troubleshoot, I created a test skeletal mesh in blender and exported it as .FBX. still imports to UE4 4.14 as a skeletal mesh OK.
I then open the same .FBX to the apex clothingTool and generate an .APX for it.
In UE4 4.14, I encounter issues either when opening up the .APX in the skeletal mesh editor, or when assigning the mesh element to be simulated:
-if the APX mesh has vertices painted with maxDisplacement=0, UE4 crashes in GenerateMeshToMeshSkinningData()
-if the APX mesh has vertices painted with maxDisplacement=NULL and maxDisplacement>0, the simulated cloth mesh in UE4 appears with a broken transform. (that is, the non-simulated NULL vertices appear in the correct location, but the simulated cloth vertices are positioned/rotated/scaled incorrectly)
I’ve reverted back to UE4 4.13 for now. Can anyone confirm a way to get APEX cloth working in UE4 4.14 using Blender & ClothingTool?
If you import good.FBX to UE4 and apply good.APX to it, you get the same behavior in 4.13 and 4.14.
If you import bad.FBX to UE4 and apply bad.APX to it, you get good behavior in 4.13 and broken behavior in 4.14 where the simulated mesh is rotated incorrectly.
is a simple test plane mesh created in blender and weighted to an armature, before being exported as .fbx and imported to ue4. The .apx files are created via ClothingTool.
The only difference between good.blend and bad.blend is that the root bone of the armature is rotated. I believe is what’s breaking APEX cloth for my characters in 4.14: the root bone of the character’s skeleton isn’t vertical in it’s reference pose.
I am having issue too, since 4.13 at least. It’s the THIRD bug I have that causes data loss. I really think the code behind blueprints should be reworked on UE4, for me it’s very clear that is very unstable.
I would recommend anyone using APEX Cloth to stay on 4.13. I’ve tested 4.14 and got all messed up Cloth Meshes after reimporting the Apex-Assset.
The Default Animation Blueprints (the Feature I’ve been waiting for) is also unusable for me as it just keeps crashing on assigning the BP to the Mesh.
4.15 should only deal with these Bugs. New Features are useless if they make Problems.