4.15 Released!

Please look at this critical bug,thanks!

I think there’s a new bug/limitation. If I have an array of actors of a given class (for example using getAllActorsOfClass) - I used to be able to locate and attach a custom event in that class in the context menu (directly to the array pin), without breaking the array down to a single element using a for each loop or a get(n) node. These custom events are no longer available in the context menu (from the array pin/getter). However, if I get the custom event by using the previously described method and get it on the event graph, I can then attach it to the array.

Great fixes to the High DPI mode! Node wires behave normally, which is fantastic. Looking forward to High-DPI-related UE-41680 being fixed in the future too. Thanks so much for your excellent work!! So much great stuff in this release.

sorry for the late reply,
what I did below was first make an axis value in the project settings under input and then used it in my bp.
This is based on the Flying template bp code and I just added the highlighted code.
The minus off the axis value is for the calibration that is off for my brands of joystick. To figure if you have the same offset just do a print string off the axis value and dont touch your joystick, then minus the offset, the addition if statement branch code is another way of clearing up the dead zone.

I did this for all pitch, yaw, and roll axis.
my move up axis event if for both pitch up and pitch down

&d=1488219675

Yeah, it also annoys me a bit. Could you post on Answers Hub? :slight_smile:

I second that, it’s great to work in UE with a crisp UI. However … 18 FPS on the default level (platform, directional light, sky sphere, atmospheric fog) is a bit low, even for my macbook pro with GT 750M. I know, not the greatest GPU around, but …
Can we expect some improvements in this direction, or do I have to buy a new laptop? :slight_smile:

I have a question since I changed the project I am working on from 4.14 to 4.15 everything works awesome…until I use certain Deffered Decals or if I have any and put a Box Reflection Capture and sometimes even Spherical. Yesterday the engine crashed 8 times and today alone with in a hour another 5 and all I have done is either add a decal or put up a reflection probe. Is this happening to anyone else or did I mess with a setting since I know that the Render Menu in the Project Editor/Settings has changed a lot. Also when I mean simple stage I mean a hollow BSP Box, Substance Textures, couple decals and 2 animated chars that are only about 22K Poly total. If need I can post a screenshot I was about to get before the engine went pfft on me.

Well…I really dont want to sound rude or cocky or anything like that, but I think you would agree with me that even your example isnt as high of a quality as Sparrows hair. The thing is this, the setup shown in the stream looked quite different from the one in example content and the look and quality of Sparrows hair is like 10x higher. Me including many other people have been asking for a proper example on the quality level of Sparrows hair and we got promised one…so all I am doing is asking again if we can finally have that content available since it would help tremendously with reaching higher visual quality in regards to the hair shading. Its not only the shader itself that it of interest, but also the way everything was built mesh wise and how it all comes together to produce some true next gen hair.

Besides that, again, it was promised like 5 months ago or so, so I think by now we should finally have something. I really think that its bad to release such features without proper example content on a high quality level for like half a year. Thats my only issue with this and thats why I am pushing again :wink:

Would really love to finally get an official statement for this :slight_smile:

PS: if people were able to build really good looking hair, I would assume you would find waaay more examples of great looking hair on these forums. Hewever, I strongly believe that the fact that you dont find these nice works of people on these forums already tells you the story that people are really struggling with setting this up properly :wink:

EDIT: Those 2 are the only examples I could find on the internet showing some “proper” hair being made with Unreals shader, sadly, there is not a lot of detail on how to really make it work. But again, only 2 proper examples after loooong time of searching: http://polycount.com/discussion/175201/exparia-the-journey-ue4-static-cinematic-scene

and the first screenshot in the comments over here: http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/

Bug 4.15
Launch game in standalone with plugin steam active, crash in 4.15 version.
Tested : shoother game and my project have some problem with plugin steam active, when it is turned off works perfectly

Am I missing something here, because it looks like all you can do is use the Data Table variable to get the Row Names, not any actual data.

http://i66.tinypic.com/352f8uv.png

What’s the timeframe for 4.15.1?

Good Thing: Data table is a blueprint-exposed variable type now.

Bad Thing: the nodes you need to make that useful don’t work

edit: oh wait, you guys are talking about this already. this is deliberate?! surely not, there’s no way to pull data out of a table

We are targeting a week or two from now, once is back from GDC, we’ve addressed the most important issues, and have fully quality-tested the update.

For a preview of our targeted fixes for the Hotfix, see: Unreal Engine Issues and Bug Tracker (Search Results) (please be aware that additional fixes may get added; or unresolved issues may be re-targeted for a later release)

Anyone used the new Actor Sequence Component from 4.15?
I want to have a simple animation and move a static mesh, but here is the problem:
I can only move it by editing values in the sequencer editor. I cant move meshes in the viewport by normal means. So, to put simply Autokey isn’t working.
Am I doing something wrong or is that a bug / feature?

Could you please add this issue for 4.15.1 hotfix. Exposure is broken with iOs metal preview - Mobile - Epic Developer Community Forums
It’s already marked as fixed and should’t be big change but without that we can’t test on mobile at all.(Indoors with high exposure is almost fully white)

If that is not possible it would be really nice to see what was broken so I can try to fix it myself locally.

Thanks buddy.
I could not see you pic but i came up with this based on what you said.and it seems to have fixed it for me

Looks like this one was originally discussed as being in the hotfix to begin with. I’ll follow up on it and see if still a possibility, or if there’s some reason it was pushed to 4.16.

Thanks

Hello ! I posted that in separate topic but seems no one knows the answer or just lazyness ))

can you please tell me that new 4.15 uses cascaded shadows by default ?
I can’t find a checkbox(see image below) in “project settings” -> “rendering” -> “mobile”

its a screenshot from previous versions

https://docs.unrealengine.com/latest/images/Platforms/Mobile/Lighting/CSM_Setup_00.png

That’s just not going to run Unreal Engine very well.
Is that a Retina Macbook? If so, even a smallish viewport will attempt to drive many millions of pixels with a Powerpoint-grade GPU.
Even if it’s not Retina, the GPU is very old, AND it was on the low end of its generation to begin with, that I wouldn’t expect too much.
You may be able to turn off various visualizations in the viewport (check whether game mode makes it faster/slower, etc.) You may be able to build a simpler scene (built lighting, not dynamic lighting, etc.) You may be able to make the viewport smaller. That’s about the amount of luck you will have.
Apple has seemingly abandoned any graphics-needing professionals. I know we have real trouble with 3D with the MacBooks around the office, and I hear lots of video professionals and even data science people are leaving Macs because of the sucky GPUs. I ended up with a Razer, but there are other good Windows laptops that are lightweight and have good specs.

Maybe not the best place for this discussion, but my MBP with GT750 and yes, Retina display, is an ok machine to work with UE4. Granted, it’s not super responsive and you cannot have a ton of dynamic lights and effects, but I can make fairly complex scenes with beautiful rendering. My point is another: sure when enabling hiDPI the interface and the viewport has to render x4 pixels, but that shouldn’t make an empty scene run at 19fps. An that happens even if I reduce the viewport to a very small size, which makes me think that UI code is the issue here. Perhaps I am wrong or UE is designed to work this way, but UI (controls, buttons, text) shouldn’t be that much of an issue to run at retina resolution - therefore my questions if any progress was to be expected in that direction.
And eventually I’ll change my laptop anyway :slight_smile: