Bugs and suggestions

Some bugs I found-

Clicking on a complex StaticMesh actor I have added, a car, crashes the editor. I can drag materials onto it but I can’t click it.

I cannot select subtractive brushes from the viewport sometimes, when they’re at the same distance from other objects

I just checked again and one StaticMesh, when I “replace with composited blueprint”, just gets deleted for no apparent reason, so it has effectively deleted my work. For another StaticMesh earlier today I had this same feature save a textured version of a plain StaticMesh, so that’s great. This time though I was trying to save the transform, but/now I respect the decision to draw a clear distinction between content editor(/Maya/) and level editor. However for this issue, it’s a silly stipulation. (It really helps me to flip my model 90 degrees and not ex/import it again, because of time, and I will leave actors all over a demo scene just for this problem, probably. The t3d will help)

When I highlight all the assets in a folder and move them, one always seems to get left behind.

Rotating-then-scaling cube brushes makes them skewed- I’m not good at math but AFAIK the only order I’m supposed to do it in in 3d math is: Scale -> Rotate -> Translate. When I clicked on a rotated cube brush the editor crashed, so I associate it with this but I could be wrong. All the crashes are from either my direct action or FBX importing, though.

When I try to increase the sides of a cylinder brush after positioning/transforming it, it resets to the initial position- this is most unwelcome.

Most of my FBX StaticMeshes crashed the editor, maybe because I’m not using the right FBX version. I tried some large meshes, but I know that doesn’t narrow it down.

Suggestions-

3dsMax& Cryptic AR (GPL’d which is fine for tools)
A complete sample of this workflow would be positive—that is, if the FBX exporter is compatible. Possibly you can download the newer FBX exporter for 2010; all I know is I haven’t had a problem yet with static meshes.

How about a “hatchback car mesh” and similar for convex collision generation? Taking only 1000 points at random might be enough to suggest a shape of a very complex model in some cases. I could tick a “suggest shape” checkbox for working with this particular mesh asset, and then it might prompt me if it finds one of many shape profiles suitable.

For the rapid prototyper- a project setting to flag fbx’s as “use complex collision info as simple”.

Things like setting specular to 0 is something I want to be able to automate. If I am importing hundreds of meshes, what do I want most? Maybe a Blueprint for handling every new FBX StaticMesh and so on (I haven’t studied Blueprints yet).

The rotation gizmo/tool is even worse than 3ds to use! Please make it intuitive ASAP

What would really help with materials, I think, is if I could see where the “choke points” of the shader compilation are happening so I can avoid those parameters.

I’m using Light Propagation Volumes for everything now (no lighting set up(!!)), so I really want to know how to speed up the Eye Adaptation; I hear Blueprint support for shader params is coming soon. I’m hoping it will be possible to stop the dark rooms “going” to full brightness because of no windows open. But I understand this stuff is complex to implement.

For the impatient like myself, a high quality car paint material would really add more value. I don’t know why there aren’t already hundreds of materials and samples being offered… because, an investment in Unreal 4 is a wise investment in its brand/perception, and yet with all the existing UDK games/content having been made, surely there are some assets here and there lying around that would be compatible. But anyway, outsourcing lots of samples/materials is what I would do if I was managing Unreal 4 and wanting to appeal to such a wide user base in the cheapest way.

To me it seems that the memory usage is far more than with CryEngine. With CryEngine’s editor, last year, I loaded really huge terrainsbeyond the engine GUI creation limit, by modifying the files, but still it didn’t top 4gb of RAM usage and I am very sure about this as my motherboard only maps/supports 4gb. The racing/rally demo in Unreal 4 was too much to even load, with no other apps, on Windows 8 with 4gb RAM. Kind of took me by surprise, since I never noticed I had only 4gb of RAM with CryEngine! All of its demo maps, and some more complex maps, and all of the FarCry 3 game loaded fine with 4gb RAM as well as on my laptop, but my Windows PC choked on this racing sample. Interesting, for me. (I will probably develop side by side with both engines anyway, since the price is right.)

Lack of DDS and TIF(F) support is a huge annoyance; luckily for me I know how to get around problems like this with even hundreds of assets at a time. But really, excepting licensing issues I don’t see any point in excluding popular formats, unless they’re hard to develop for. An unsuccessful conversion with some MIT-style library would at least be closer to an automatic import, and it really makes all the difference for me. Maybe I’m just lazy, but that means all of its significance for my resulting impression of the Unreal brand/service, and a good product designer knows that pleasing the lazy people is effective when contrasted against the competition’s effort(s).

If I am an indie developer throwing together a basic model collection and c++ code, things like wood detail enhancement materials are the things I’d pay for artists to put in the marketplace. Things I wouldn’t be able to do with a median level of knowledge: these things (like Light Propagation Volumes) add immense and fundamental value to the Products and thus the Unreal brand, and at LITTLE cost to Epic Games/whoever (in the materials case). What I would like to see with Unreal 4 is the rational prioritizing of how value can be brought out of these Products. Breakpoints in Blueprints was a very intelligent idea. Maybe animation is the Next Big Thing that really needs a bit of a push-start, because I took one look at Havok’s solution and said no. Havok’s Anarchy editor/campaign/thing has physics going for it, but then so do all game engines now. Things like city generation and terrain generation are laughably slow to evolve out of Unity’s content emporium. These things, like Light Propagation Volumes and the Detour library, can and should be packaged-off for the indie tier of developers who(m) are only troubled by the increased complexity. What’s needed to develop Unreal 4 into the definitive best Cold War game engine, though, is a much deeper knowledge of all the problem area of not just modern game development but development hell. Full-functioning samples of the more complex aspects of game development, like say Runevision’s “Semi-Procedural Animation for Character Locomotion”](?v=0ea-CXxBEYg), ease the mind and lift the anxieties about that engine’s capabilities, which is powerful subtext. Fundamentally, the game industry has so many gold tech nuggets that ought to be democratized by now, if the development of games in the next few decades is to genuinely improve on more than a presentational level. Blueprints and similar technologies have potentials behind them, but like their forerunners at each iteration, that potential is often left latent when there is no incentive to fully bring it out. Fundamentally, then, you are also talking about the act of engaging more directly with licensees in more than lip service, to genuinely figure out the meat of what their problems are, by which means some real genuine progress of the overall quality of video games is surely possible. We don’t want to look back in another 10 years and see mission-based games with no depth and all the marketing ploys. Well, I don’t. And to that end, sharing=evolution is a must and not a luxury, because the technology barriers aren’t the only thing I’m interested in tackling.

Hi Archibold,

I spoke with a customer service representative from Autodesk earlier to see if this was true and unfortunately it is not. I know Adobe will allow the use of their CS2 software for free but such is not the case with Autodesk.

Any download from Autodesk that does not have a license will only offer a 30-day trial before expiring.

Thank you!

Hi,

Okay, So I’m working through your post and I’m going to do this as separate posts to keep from having one massive post. It’s going to take me a bit going through as well, but I’ll do what I can to address some of your issues and see what we can figure out! :slight_smile:

Some of these issue should probably be started as independent threads on **AnswerHub**to track and address rather than dealing with directly in a single post in our Feedback section.

Once posted can you paste the links here with the relevant Number below for easier referencing?

If any of your issues have crashes please submit the crash log for that specific crash using the information below:

_________________________________________________________________________________________________
The Bugs you’ve found.

  1. Static Mesh causing a crash

*Post this one to AnswerHub

Can you provide more details about your asset you have here:

What’s the poly count for the mesh?
Can you reproduce this with other assets?
Does this happen in any project or one specifically?
If you can reproduce this with a test asset can you provide this for testing?
What version of FBX are you using? Engine supports 2014, anything lower will issue warnings.

Since you do have the crash here please use the information above to post the log and dmp file for this.

*Post this one to AnswerHub.

When you post, can you provide detail repro steps and images so that we can replicate on our end to submit details for improvement?

*Post this to AnswerHub

I’m not sure if some of these are separate issues or not. When you post this can you include details for repro them along with images for clarification. The simpler it is to replicate on our end the easier it will be to give you a concise answer if this is a “bug,” lack of features, or something you may not be aware of.

  1. Not all objects in selected folder get moved

*Post this to AnswerHub

This sounds like it could be a bug most definitely.

Can you provide steps for a repro for this?
Is it happening in any project you’ve tried or is this happening only in your project?
How many objects are you moving to make this occur?

  1. Crash when rotating then scaling an object

*Post this to the AnswerHub

Since you do have the crash here please use the information above to post the log and dmp file for this.

I just tried doing this in the engine (4.3) to see if I could do a quick repro on this and even if it skewed but could not replicate.

If you are able to replicate this one and get the crash in a new project with repro steps please post those in your AnswerHub post. Easier the repro and crash the quicker we can get something like this entered and looked into for a fix!

  1. Geometry brush resets scale/rotation after using details panel

This is actually a known issue. There is currently no timeline for when this will be fixed.

  1. FBX mesh crashes the engine.

This doesn’t need to be posted as a separate issue. May be related more #1 issue with the static mesh.

I’ll be going through the suggestions a little later on and try to respond accordingly with any relevant information I am aware of.

Thanks!

With the release of 4.3 we not allow users to create and edit their Collision shapes within the editor. You can even have multiple collision shapes that you can setup and position for your mesh.

You can adjust the speed of the “eye adaptation” by using a post process in your scene. When you place the volume you can enable “Automatic exposure” and adjust the settings there for how fast or slow it adjusts. If you put it to 0 it will disable the effect all together.

More information on Post Process Volumes can be found here.
For specific information about “Eye Adaptation” you can look here.

For Car paint you can look at what some users have been doing with the material in this forum thread.

Also, with the release of 4.3 we included as a shading model in the material editor.
shading model.JPG

As for why using UDK/UE3 assets will not work with UE4 you can see Canon’s response here on AnswerHub.](https://answers.unrealengine/questions/42090/am-i-allowed-to-use-udk-assets-in-an-unreal-engine.html)

Some things in UE3/UDK would not necessarily transfer the same as well. Also, with all the content that has been released via the Marketplace there are hundreds of materials that are available for you to use. You would need to do the ground work and migrate them all to your projects, or at very least a folder where you could integrate them into any project. You can find more information about migrating assets here.

Some users have even migrated the materials, static meshes, and other assets to their Starter Content folder (X:/ Windows / Program Files / Unreal Engine / [Engine Version] / Samples / StarterContent / Content / [choose this folder or separated into individual folders]) but you’ll notice that this folder as it stands now is ~550mb. Adding all these other assets will dramatically increase its size.

Having the materials here though will allow you to add this into any project by choosing “Included Starter Content” when you create a project.

There are a lot of great examples where users have been sharing their content and helping the community! :slight_smile:

You can find this in the WIP, Content Creation, Tutorials section, Rendering, Blueprints, and everywhere else on the forums. There is a very generous community here!

Some of the more prolific content creators are:

Hourences with his Solus project
L. Newton (aka. SilentX) with his BP AI tutorials

TeslaDev
GeoDav
UnrealDevs Network

If you search any of these on YouTube you will be presented with a long list of tutorials that are created specifically by other developers/community members and are freely shared with everyone.

I hope this helps with some of your concerns. If you have any other questions feel free to ask!

Or directly take a look at the community tutorial playlist which you can find one the official unreal engine youtube channel: https://www.youtube/playlist?list=PLZlv_N0_O1gbaxvlmNY_CfjLsn3FqfPXb :wink: