4.16 Released!

Add


meta=(DisplayThumbnail=false)

to your variable UPROPERTY (Maybe it works for a given UCLASS too?)

It is great that 4.16 is out!

Can MacOS get some USDImporter plugin love? :slight_smile:

In the UnrealEngine/Engine/Plugins/Editor/USDImporter/USDImporter.uplugin on Github it looks like the experimental plugin for Pixar’s Universal Scene Description (USD) is only whitelisted for Win64…



	
		{
			"Name" : "USDImporter",
			"Type" : "Editor",
			"LoadingPhase" : "Default",
			"WhitelistPlatforms" :
			
				"Win64"
			]
		}
	]

When is try to drag in a .usd or .usda file into Unreal on the Mac it says unknown extension ‘usd’.

Here is an example usd file…


#usda 1.0

def Xform "hello"
{
    def Sphere "world"
    {
        float3] extent = (-2, -2, -2), (2, 2, 2)]
        color3f] primvars:displayColor = (0, 0, 1)]
        double radius = 2
    }
}

Awesome! Thanks for all the hard work, guys!

Hmm, good idea, I’ll add a ‘section index’ to the function, as well as a pointer to the material.

Yes! We only run clothing on the CPU, so it doesn’t matter what graphics hardware you have!

Currently experiencing a lot of new fatal error crashes and exeption access none violations with the new release, only in packaged games. Both seemingly related to async loading and phys materials.
Bug report: Fatal Crash from async loading and phys materials - Asset Creation - Unreal Engine Forums

Great work, and just in time as I was experiencing a bug with screen-space widgets in 4.15 and for the life of me couldn’t track the problem down. Almost started pulling my hair out but then 4.16 came to the rescue! :slight_smile:

Is the Substance plugin for 4.16 going to be released soon on the marketplace?

I was thinking that myself… In previous versions it takes about a week… Shouldn’t be too much longer.

Does 4.16 have considerably more files than 4.15?

I’ve just merged release into my current Git branch (also based on release), and when checking out a fresh copy it’s upwards of 82K files. That’s almost double what the 4.15-Release branch was (45K or so). I’ve been able to build the solution and there are no duplicate files as far as I know… is there something I’ve missed?

I did remove all documentation from my branch, that could be a change I guess.

I can’t package the ShooterGame, is this a known issue? I remember seeing some interview with Epic about ShooterGame having been updated to 4.16, maybe it’s not been published yet?

@JamesG [MENTION=9] Ellis[/MENTION]

I have posted a bug report here, can i please get a Dev to look into this thanks you.

https://answers.unrealengine.com/questions/604591/packaging-error-ensure-condition-failed-getsupercl.html

Thank you very much for all the great updates Epic.
@JamesG On another note:
Has anyone else noticed that loading a blank project on PC is 100% slower with 4.16 then with 4.15? With all the optimization improvements I was expecting it to be a faster load or am I missing a tweak to setup.

I want to report on one bug:
When I have folder in object manager, I click and want to select all children of this folder, but its only selects the first level of the hierarchy and doesn’t for second-level, this way it’s very hard to copy some objects and it may cause some mis-understoodments. This small bug, causing many torubles for people who have not noticed this glitch. Same for visibility icon for folder, it’s deselects all “eyes” in first level, but not applying for any included objects. Please repotr somewhere and fix. Issue button doesn’t have link to repot for bug, only to track some existing bugs.

Wow, thanks a lot! I’ve been planning a feature for my game that needs this, but I just couldn’t figure out a way to make it work. Seems like I’ll get to add it after all. :slight_smile:

I have a bug on 4.16 where the SceneDepth node doesn’t work anymore : https://answers.unrealengine.com/questions/602128/scenedepth-node-is-black-on-416.html (reported 10 days ago)

Completely agree with previous author. My OCD just cannot allow me leave reroute nodes unaligned.
Waiting for something like automatic nodes layout, this will really speed up BP workflow.
Now it’s too much time consumed by putting nodes into shape.

Hey!

Thanks a lot for great job! Engine is awesome :slight_smile:

I have some issues with compilation win32 projects (DebugGame, Development or Shipping) on Visual Studio 2017.

This is Output from compiler:



1>------ Build started: Project: MedievalTales, Configuration: Development_Game Win32 ------
1>Performing full C++ include scan (building a new target)
1>Creating makefile for MedievalTales (no existing makefile)
1>Parsing headers for MedievalTales
1>  Running UnrealHeaderTool "C:\Users\malts\Documents\Unreal Projects\MedievalTales\MedievalTales.uproject" "C:\Users\malts\Documents\Unreal Projects\MedievalTales\Intermediate\Build\Win32\MedievalTales\Development\MedievalTales.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
1>Reflection code generated for MedievalTales in 4,7936434 seconds
1>Performing 8 actions (4 in parallel)
1>[3/8] Resource PCLaunch.rc
1>ERROR : UBT error : Failed to produce item: C:\Users\malts\Documents\Unreal Projects\MedievalTales\Binaries\Win32\MedievalTales.exe
1>Total build time: 10,28 seconds (Local executor: 0,00 seconds)
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.16\Engine\Build\BatchFiles\Build.bat" MedievalTales Win32 Development "C:\Users\malts\Documents\Unreal Projects\MedievalTales\MedievalTales.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "MedievalTales.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


Here the same issue for ue4.15:

Will this be fixed in future releases?

Unreal engine 4.16 pretty much stopped my development flat. I cant open my persistant level with all of my sub levels…it crashes the editor… and if i try to add those sub levels into a new persistant level… hit save… and reopen the project… That new persistant level also crashes when i try to open it.

Again all sub levels can be opened seperately. I really have no clue what to do here. The link is to the answer hub page if anyone has any info. Is this something that is going to get patched? Because… im not lookn to throw 2 years of work away… just sayn… Everything works fine in 4.15… and all the other older versions.

Hey !

Loving 4.16, but I’ve been coming across certain snags and development stops, whenever im wanting to create a particle effect it just crashes, and this is for all projects, new empty levels and converted levels alike. ive asked on Unreal answers but haven’t had a response i was curious if anyone else has come across this issue?

Again Loving the engine to pieces