I have the same issue like piinecone and my call stack points out that the UMaterialInstanceDynamic::Create((UMaterial*)LoadedMaterialR.Object, this) generates this issue. Is there another way to create an UMaterialInstanceDynamic ?
Ok there is an easy fix: myMaterialInstanceDynamicObject= (UMaterialInstanceDynamic*)myMaterial;
So i believe the UMaterialInstanceDynamic::Create() can not be used anymore.
Iterating Over UDestructibleComponent APEX Chunks
Thanks for sharing Devero!
The new way to iterate over all chunk infos is:
**//From my pull request for UDestructibleComponent::SetEnableGravity()**
uint32 ChunkCount = ApexDestructibleActor->getNumVisibleChunks();
const uint16* ChunkIndices = ApexDestructibleActor->getVisibleChunks();
for(uint32 c = 0; c < ChunkCount; c++)
{
PxRigidDynamic* PActor = ApexDestructibleActor->getChunkPhysXActor(ChunkIndices[c]);
check(PActor);
PActor->setActorFlag(PxActorFlag::eDISABLE_GRAVITY, !bGravityEnabled);
}
I think they moved DefaultTimer to GameState.h instead? I noticed it when searching what the heck they did to my DefaultTimer function. (It may always have excited, I don’t know)
@, I believe in your case you should just use the OverlapAny. The order of the array is not based on anything so you will get better performance if physx simply returns the first overlap it finds.
EDIT: I forgot that we don’t have OverlapAny. The reason we removed OverlapSingle is that the array order is undefined. This means that if you are relying on some behavior, like the closest object being returned, it may not always work. In general you should use all the overlaps, or you should write your own logic to make sure you are using the overlap that you need.
BlackboardKeyType_NativeEnum has been deprecated for C++ enums, you can just use regular BlackboardKeyType_Enum (previously used for Blueprint enums). No compiler warning on it being deprecated and no longer works (let me set values but always returned 0).
Also, the random test from environment queries has been removed in favour of having the the query return a top 5%/25% value.
The DefaultTimer on GameState always existed. The one on GameMode was removed because only one of our projects or templates made use of it and so it sitting there ticking was just wasted overhead. And since it is trivial for it to be readded in a subclass that wants it I decided to remove it. And if you do use it now you can give it a useful name.
Thank you for the info !
And thanks for UE4 Physics !
[QUOTE=;310879]
And since it is trivial for it to be readded in a subclass that wants it I decided to remove it. And if you do use it now you can give it a useful name.
[/QUOTE]
Great to hear from you Marc!
Thank you for all your hard work on UE4!
:)
[FONT=Comic Sans MS]♥
My project works fine in PIE, but when I try to run the packaged game, I get this error:
Assertion failed: !Result || Result->LinkerLoad == Linker [File:D:\Epic Games\4.8\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 1054] [Line: 1054]
There are other reports about this as well on the AnswerHub:
Just can’t be used in the constructor if you were. Works outside of it just fine.
We’ve written some programs using UE4 such as a Launcher and I can no longer compile them without adding NAMEOFPROGRAM.uproject to our root directory. Not sure if intentional, worked fine before.
SpawnEmitterAttached
Same thing with UGameplayStatics::SpawnEmitterAttached.
Also, has anyone had any issues with UParticleSystemComponent::SetHiddenInGame? I think its working, but is a lot slower than 4.7.
For those who are using OnlineSubsystem, there is some changes in it that may or may not impact you.
Some signatures have been removed & added in multiple Interfaces and there is a new one also.
I did look again in the release notes and nothing have been written on this except for the XBoxLiveOnlineSubsystem but be sure that the changes impacts all OnlineSubsystem.
Have a great migration ^^
I have a problem for android build of the engine. I am try to compile Development Client configuration for Android as for 4.7. Build fails on the final phase of the apk creation.
[javac] d:\projects\UnrealEngine\UnrealEngine.git\Engine\Intermediate\Android\APK\src\com\epicgames\ue4\GameActivity.java:560: error: cannot find symbol
[javac] decorView.setSystemUiVisibility(View.SYSTEM_UI_FLAG_LAYOUT_STABLE | View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION | View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN | View.SYSTEM_UI_FLAG_HIDE_NAVIGATION | View.SYSTEM_UI_FLAG_FULLSCREEN | View.SYSTEM_UI_FLAG_IMMERSIVE_STICKY);
[javac] ^
[javac] symbol: variable SYSTEM_UI_FLAG_IMMERSIVE_STICKY
[javac] location: class View
Hi,
I have an issue with
void AGameSession::HandleMatchHasStarted() :
StartSessionCompleteHandle = SessionInt->AddOnStartSessionCompleteDelegate_Handle(FOnStartSessionCompleteDelegate::CreateUObject(this, &AGameSession::OnStartSessionComplete));
If I call twice:
void AGameMode::HandleMatchHasStarted()
{
GameSession->HandleMatchHasStarted();
It crash on
check(!DelegateInstanceInterface->IsSameFunction(InDelegateInstance)); (in C:\Unreal Engine\4.8\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl_Variadics inside FDelegateHandle AddDelegateInstance( TDelegateInstanceInterface InDelegateInstance ))
It seems that the 2 delegate are not the same.
I have no clue what’s the issue . From what I’m understanding, the Delegate is created Twice on the same function, but it should not be an issue. in 4.7, it was not. Does someone is aware of a change on the delegate management?
Thanks,
I don’t know if anyone else experienced this, but when I upgraded my project from 4.7.6 to 4.8.0, I got an out of memory issue. The editor will load assets up to 91% complete and then some sort of infinite loop happens and the memory usage climbs exponentially until it maxes out, and then the OS starts to desperately page out memory to make room for more… and the computer freezes and requires a hard reboot. Reverting to 4.7.6 fixed the issue for me.
So… Make sure you backup your projects and save all your work before migrating to 4.8.0!
Hi CodeSpartan,
This has now been fixed internally. We are hoping to include it in the 4.8.1 hotfix but if you need it sooner (and are using Source) you can get the Github commit . Good luck!
Pre 4.8 i used the following line to add a component at runtime.
ConstructObject<UYourComponentType>(UYourComponentType::StaticClass(), this, FName("Name"));
Is now
NewObject<UYourComponentType>(this, UYourComponentType::StaticClass(), FName("Name"), RF_NoFlags);
You wont get a error if you don
t change it but it gets rid of some warnings.
I have the version 4.7.6 installed. If I start the download for 4.8, is it going to update my current engine or download the Engine all over again?
bitcode: whole engine will be downloaded again and you can then assign this engine to your project or you can create copy of your project for 4.8 version.
Angular motor springs are weaker in a straight conversion 4.7.4 -> 4.8 as observable from gameplay.
Also physics seems to be more jittery and linear constraints that are locked still shift occasionally in linear direction.
Are they trying to multi-thread PhysX better in this version and could this cause issues in this early 4.8 version? I noticed a lot of new async options in the physics tabs everywhere.