4.15 Released!

Basically, Yes.
(And 5% Royalty off the top once you make over $3000 per quater for commercial projects)

You should read the EULA first tho, Just in case there is something in that that could cause you issues.

Hello Epic Team!

In the actual version 4.15.1 TMap in blueprints have an issue, we can only add and remove items fifty times xD over this the engine got freeze :frowning:

This is the example, run this and when Id values are 45,46,47,48,49 and delete 45 and add 50 got the freeze

Plz help me with this… Regards!

Could it be a variant of this bug?: Crash when adding & removing many map keys? - Blueprint - Epic Developer Community Forums
I may have misinterpreted the crash requirement - I found that the TMap (or TSet) had to have at least 3 elements left after removal - lower amount would work fine.
You have more than 3, so you fulfill that requirement. But you say that it happens after removing 15 times?

Sry are fifty times, not fifteen D:!
This is simple… TMap Ids = {1,2,3,4,5} in the begin play
delete 1, add 6 ->{2,3,4,5,6}
delete 2, add 7 ->{3,4,5,6,7}

delete 46, add 51 ->{47,48,49,50} -> Engine got freeze… no crash… freeze!! via task manager i close it.

UE 4.15.1 latest version:
When i open the level Blueprint Communication_map from “Content Examples” Project from Learning tap Unreal engine Freezes not Respons i must use the Task Manager to Close!
and not Crash report showing
also there is another Level that also Freezes UE i canot remember which!??

please check them and confirm!

Thanks

Has there been any progress on the blueprint data loss issues that were aimed to be fixed in 4.16? Just would be nice to know how excited I should be getting :wink:

Would also love for this to be fixed by then. But considering its been in since 4.9 at least, who knows :frowning:

Any update on when the preview is coming? :slight_smile:

Loving the new version, especially the gameplay tags. However I noticed that there seems to be a problem with gameplay tags in maps in Blueprint. A map with FGameplayTag as key will not work in the Blueprint defaults, showing just a blank space where you would set the tag (I assume the same goes for tags in the map value). Arrays and Sets work just fine with tags, and it does not complain about having a gameplay tag in the TMap, it seems to be just the Blueprint defaults interface having problems with tags in maps.

Any of this being fixed in the hotfix or 4.16?

Looking at the specific ticket for that issue - Unreal Engine Issues and Bug Tracker (UE-37428) - the issue has been updated as ‘Cannot Reproduce’ in 4.16. This has been tested and confirmed by support staff. It is believed that this issue was resolved while addressing a different issue. However, please be sure to test and let us know once the 4.16 Preview is available.

We’ve had a delay due to some critical issues that were identified during QA testing, but we are currently targeting this week to begin the Preview.

Unless this issue has been reported via our bug reporting process (follow the link in my signature) and we have confirmed the issue and are tracking it in an internal ticket, then I cannot say with any certainty whether it has been fixed or not yet.

Cheers

I’ll be sure to do that. Thanks.

Will wait for full release of 4.16 so we can jump from 4.14 directly to 4.16, haha.

Keep it going, Epic Games! Excited to see and hear what major updates are planned for 4.16 :slight_smile:

Is it possible to change to the old TXAA settings? I noticed flickering of thin lines with the new settings.

UPDATE!

The 4.15.2 Hotfix is now live! This hotfix resolves a number of significant issues in the 4.15 release. Please be aware it also disables the new Event Driven Loader from being enabled by default; this will be restored in a later engine version.

Important!

Fixed in 4.15.2

Fixed! UE-35606 Crash when Importing .OBJ using the File > Import into Level Option
Fixed! UE-42207 SVN SASL binaries may be causing crashes for some users
Fixed! UE-42911 Reflection capture crash in FindOrAllocateCubemapIndex
Fixed! UE-42165 [CrashReport] UE4Editor_Renderer!FReflectionEnvironmentSceneData::ResizeCubemapArrayGPU() [reflectionenvironment.cpp:215]
Fixed! UE-43279 Crash launching QAGame onto Windows
Fixed! UE-42920 Regression in Gaussian and Circle DOF
Fixed! UE-43443 GC Clustering broken for USoundWave assets (crash)
Fixed! UE-43028 UnrealVS is not working in Visual Studio 2017
Fixed! UE-43888 GitHub 3475 : Added a gitignore exception for automation files.
Fixed! UE-43608 EDL in 4.15 may not be fully safe and should be disabled by default
Fixed! UE-43346 Crash in Packaged Game When Using Gameplay Tags
Fixed! UE-42547 Removing a key from a Enum Map variable causes duplicate keys to remain
Fixed! UE-43928 FBlackboardKeySelector filters cause invalid argument assert
Fixed! UE-42759 Vulkan is crashing on S7 Mali
Fixed! UE-42184 IAP failed to read purchase
Fixed! UE-41313 Failed to compile C++ Code project, for iOS/tvOS in Development, in Xcode 8.3 beta 1
Fixed! UE-44029 FRepChangelistState leaks memory
Fixed! UE-44470 Compile failure packaging code project for tvOS from
Fixed! UE-43454 Add Aftermath support to UE4Editor

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide

The rest of my team is not upgrading with the newHotfix I accidentally upgraded my my engine. I need to go back to 4.15.1

I sent you guys some crash reports using the new NVidia driver and 4.15.2 please for the love of god get this fixed its been stopping me from using any version beyond 4.14.3

Fatal error: [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 796]
Rendering thread exception:
Fatal error: [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 181]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - ‘HUNG’)

KERNELBASE.dll!0x00000000384C3C58
UE4Editor-Core.dll!0x0000000010D764EE
UE4Editor-Core.dll!0x0000000010B9CEEE
UE4Editor-Core.dll!0x0000000010B22729
UE4Editor-D3D11RHI.dll!0x000000000308896B
UE4Editor-D3D11RHI.dll!0x000000000308C5A0
UE4Editor-D3D11RHI.dll!0x00000000030760F2
UE4Editor-RHI.dll!0x000000001CFAD655
UE4Editor-RHI.dll!0x000000001CFAD55A
UE4Editor-Renderer.dll!0x0000000005CF3030
UE4Editor-Renderer.dll!0x000000000611A259
UE4Editor-Renderer.dll!0x0000000005E35799
UE4Editor-Renderer.dll!0x0000000005D6E867
UE4Editor-Renderer.dll!0x00000000061364C2
UE4Editor-Renderer.dll!0x000000000610066E
UE4Editor-Core.dll!0x00000000109FD84D
UE4Editor-Core.dll!0x00000000109FDC6D
UE4Editor-RenderCore.dll!0x000000001D970397
UE4Editor-RenderCore.dll!0x000000001D971486
UE4Editor-Core.dll!0x0000000010D8A3D8
UE4Editor-Core.dll!0x0000000010D84C79
KERNEL32.DLL!0x0000000039BD8364
ntdll.dll!0x000000003BE470D1
ntdll.dll!0x000000003BE470D1

I think they are trying to get a handle on this… https://www.unrealengine.com/blog/tracking-down-gpu-hangs-with-nvidia-aftermath-and-4-15-2

Yeah ive already sent them some from 4.16 preview, just redid it with 4.15.2 so they could poke around with the new info

I Updated to 4.15.2 Hotfix and now the “Communication Blueprints” Level from Content Example Project no more freeze Crash!!Great!
Thanks!

I see 4.15.2 has been released today. Have been waiting around for this due to the child BP reset issue as mentioned here https://answers.unrealengine.com/questions/574040/child-bp-reset-to-default-old-bug-still-exist.html

I don’t see this bug fix in the release notes. Has this been fixed yet?