4.15 Released!

If “recreate the whole project” only takes you “a whole day”, then it isn’t too bad, right? One day of work for getting thousands of bugfixes and new features is quite a good deal I think.

Apart from that, if you see issues you should report the issue you are seeing, because usually you don’t have to recreate anything when updating the engine.

my man. software development isn’t a one size fits all kind of approach as I am sure you understand. Literally infinite configurations of projects you are asking them to cover here. For the MOST part upgrades are a relatively simple process that require minor work. If you can recreate your entire project in one day I think you should focus on building out your project instead of upgrading engine versions. In addition your post doesn’t help them solve your problem since you are not providing logs, specifics of what is wrong, or repo steps.

Needs hotfix!

Would be great if more people could upvote the issue with broken lightmap shareing (causing memory death, forever-build times and visual issues)

http://cdn.mysitemyway.com/etc-mysitemyway/icons/legacy-previews/icons-256/firey-orange-jelly-icons-arrows/007608-firey-orange-jelly-icon-arrows-arrow-thick-up.png

Vector Ints need to expand in the Details panels cause Epic added it as some kind of struct, that is a terrible bad design idea, need to expand to see all the vars in the panels…

Please add the next version a new Int vector

Might want to make it as a bug report on AH.

I would also like to know what the status is on that, from the patch notes we got the following:

New: Added support for DataTable members variables in Blueprints.

Could we get an update on this? What does the above mean if it’s not referring to this, Thanks!

Hi AM,

I addressed this same issue in this post. Basically, the default node still needs a literal input but if you pull off of the Data Table variable you will get a new GetDataTableRow that is of the specific type.

Would you mind showing me your BP solution to fix it. I have tried to fix it without success, I may have misunderstood your method
Is your axis plane a single axis or did you break them in to halves Like pitch up & pitch down?

Thank you for the quick reply and clearing that up. You guys are awesome!

Just a heads up, this is fixed in 4.15.1! Unreal Engine Issues and Bug Tracker (UE-42253)
4.15 preview1 BUG Enum broken - Blueprint - Epic Developer Community Forums

Yep, and you can also fix it by saving your User Defined Enums again in 4.15… which you should do anyway to remove the warning about non-deterministic cook/localisation keys :wink:

I can honestly say speed wise 4.15 has been the fastest loading in a long time especially after upgrading to Windows 10. Stability is amazing only had one crash and that was due to importing to manythings at one time instead of one folder it was an entire directory lol I am loving the improvements. Now to perfect my lighting >_>

Nope. :frowning: I really hope we can get a fix for this bug before too long. Apparently not that many people use orthographic mode(?) I sort of figured a bug this huge would be caught/fixed sooner.

Is there a for fixing issue with setting variables in Sequencer anytime soon? :slight_smile:
Most of it work of course, but not everything. Here’s a long description: Sequencer don't set data properly - Rendering - Epic Developer Community Forums
It’s impossible to get a full control over environmental light/colors because of this issues.

Hi guys, this was a bug introduced from a fix to foliage not sharing LOD lightmaps, but it has broken regular static meshes. I’m sorry about that! I am working on a fix for 4.15.1 (hotfix), you can follow the ticket here: https://issues.unrealengine.com/issue/UE-42196

Hi guys, I commented on that github commit. I believe the commenter is correct and there was a bug introduced from a fix to foliage not sharing LOD lightmaps, that has broken regular static meshes. I’m sorry about that! I am working on a fix for 4.15.1 (hotfix), you can follow the ticket here: https://issues.unrealengine.com/issue/UE-42196

Looks like the foliage place tools break the shaders now too

https://dl.dropboxusercontent.com/u/28070491/GIFAaA.gif

this can be used before to place trees and make custom wind now is just impossible only the hand placed ones have wind effect shader [FREE] Foliage Starter Kit - Community Content, Tools and Tutorials - Unreal Engine Forums

So…I am having an issue, I like to allow others to download my projects and look around or use. Well I zip up my project and upload it to say google drive, they download it and unzip it to say there desktop. When they open the project all the folders are there, but they are all empty nothing in them at all. Yet when they go to the unzipped folder and look inside those folders, its show all the assets.

I can do the same process, download the zip I uploaded to google drive, unzip it to say my desktop, and go open it and it works just fine. They are also using the exact same engine version I am 4.15, anyone got any ideas what might be going on here?

Another thing I tried was, taking the 4.15 version of the project, and converting it back to 4.13, same results. Also I cant migrate a single asset from that project to any other project. What in the actual heck is going on here?

Regards

**Edit Solved Thanks Unreal Slackers Discord You Rock!

Thanks a lot Jack:) Looking forward to the hotfix!

I’m New: Where do I download the 4.15 version. The download msi file only downloads 4.14. Is there another downloads area I don’t know about?