Hey wow that sounds like it has been quite an adventure. Yeah annoying it can be hard to tell sometimes whether a neighborhood is good or not.
The moving is done currently, but I noticed a lot of cracks and holes etc so I’m closing those all up now. Anyway almost everyone here is at retirement age, I think I’m the youngest person here, so I doubt there will be much stealing going on haha. If it does happen it would be funny to watch.
Sorry about that, and YES THIS–its a constant reminder, if you use this plugin ,just expect a big wait, while others are enjoying new release…never seen an explanation, you’d think at least as user of their profitable engine, we’d deserve that much ?
Ya again, lighting is tough, to get realism not toy landscapes ,but I’ve gotten something decent so crossing fingers I can build on that, so whats new with expp height fog,more realistic,further affects in distance or such ?
Yeah but it still requires the plugins to be compiled (for all operating systems) which takes time. Just one plugin isn’t too bad, but a lot of them, that will take days or even more.
You could use the source version of the plugin. The tutorial/tips on how to do that can be found on the marketplace plugin in the description.
Yeah it would be great if people could convince Epic that plugin developers should get access to a new engine version a week ahead of time, to update their plugins and to send/process the updates etc, so that when users get the engine update, they won’t have to wait for plugin updates anymore.
Hey, apologies for not answering sooner but I’ve been a bit busy as well lately. I ended up writing a small plugin to handle endianess upstream on my stack.
I’ll take a look and see if I have time to modify your plugina and make a pull request!
Apparently Quit Game BP node doesn’t work on Android in shipping builds. Is there any way you could add a BP node to LE Extended Standard Library that would quit shipping build app on Android ?
Hi, yeah I know, the quit game function/blueprint doesn’t work on some platforms. In my demo game, I only show the Quit Game button on the desktop platforms, and I hide it on all the other platforms (so mobile, console and html5 currently).
You could try using the Crash blueprint if you really want to be able to exit the game, but I’m not sure if that’s wise, since I think the user will see an error message then which may look kinda weird.
As far as I know there’s only 1 way to close the game, and that blueprint is using that.
I think they purposefully limited / made it impossible to close the game on mobile/console, since it wouldn’t make sense on those platforms, since those platforms have their own way of closing apps/games.
How come you wamt this functionality on mobile though? The user can close the app/game themselves?
It’s one of the certification requirements for Oculus Go/Quest. When you quit your game, it has to shut down, as it does on PC. Since Go/Quest run Android, I guess Oculus expects devs to use standard means to shut down the app. UE4 used to do that up to 4.19 and after 4.19 Quit Game stopped working on Android (and since it doesn’t work on Android in 4.23 either, I don’t think they will be fixing it).
Aaaah I see, weird. Did you post this on the UE4 Answerhub yet? It seems quite vital to get this to work then, otherwise you can’t even publish/sell your game?
Ah that’s annoying. Not sure what else could be done. Maybe someone else has had this problem as well? Since everyone making mobile oculus games with the UE4 has this problem right?
I don’t think aliases are supported. All the file browsing functionality is handled by UE4’s internal code, if you want windows aliases supported, you should ask Epic about it (like through the UE4 Answerhub).
I’m sure aliases was supported in last time with the file manager. I though it’s only a bug or problem with the new version of the le file manager.
Very strange!
Ooh it did? Weird it stopped working, since the code for 4.22 and 4.23 is the same. Maybe something in the engine changed in 4.23 causing it to not work anymore.