Unreal Engine 4.10 Preview

[=carf;409193]
I was working fine on version 4.10 preview 2. Than after update to 4.10 preview 3 i can’t open my project:

(I allready posted on answerhub)

Thanks.

Unknown exception - code 00000001 (first/second not available)

"Assertion failed: IOculusRiftPlugin::IsAvailable() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Plugins\Runtime\OculusInput\Source\Private\OculusInput.cpp] [Line: 128]
"

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_OculusInput!FOculusInput::SendControllerEvents()
UE4Editor_Core!FWindowsApplication::PollGameDeviceState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1789]
UE4Editor_Slate!FSlateApplication::PollGameDeviceState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1209]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2417]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]

ntdll
[/]

Try disable plugins: Oculus Input, Oculus Library, Oculus Rift.

Thank you.
Yes, i added this lines to .uproject file (to disable “OculusInput” and “OculusLibrary”, the others were already disabled) and the project is opening again :

	{
		"Name": "OculusInput",
		"Enabled": false
	},
	{
		"Name": "OculusLibrary",
		"Enabled": false
	},

UE can’t handle when Oculus Rift is disabled and Oculus Library and/or Oculus Input are Enabled.

Any plans fixing UE-21013 in 4.10?

It is awesome that you guys are getting so much done, I am really looking forward to 4.10. Hopefully you can introduce like 15 hotfixes before 4.11, we just need a stable release that will last us a few months.

Are UE-22202 and UE-22523 being fixed?Thanks!

Ok I’m new to UE and I dont know the phrases used to describe the various parts of the engine too well.
My concern is the move to Visual 2015, which I dont like at all. I have a project that I created in the UE launcher application as “C++ project”. I have the engine installed completely here as source code and as I understand it, it is compiled by my VS here right?
So am I forced to “update” to VS 2015 now? Or can I continue to use VS 2013? And do I have to get the new versions through git from now on, since it sounds like the launcher application will not work for me anymore?

I seriously am ****** off at that. I just one of the smaller graphic engines to come to UE because that engine also forced:: us to use VS 2015 without even explaining, what is so lifethreateningly important that development can not continue with 2013. I’m not a friend of progress for progress sake. “Updates” are always a hassle and without a good reason, don’t see why. Besides, I didn’t intend to leave Windows 7 behind but now I’m afraid you guys are forcing me to get this crappy Windows 10 because we all know that sooner or later VS will not run on older Windows anymore. Out of “technical reasons in the outer stratosphere which can not be explained in greater detail” or somesuch bogus reason by MS

[=carf;409193]
I was working fine on version 4.10 preview 2. Than after update to 4.10 preview 3 i can’t open my project:

(I allready posted on answerhub)

Thanks.

Unknown exception - code 00000001 (first/second not available)

"Assertion failed: IOculusRiftPlugin::IsAvailable() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Plugins\Runtime\OculusInput\Source\Private\OculusInput.cpp] [Line: 128]
"

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_OculusInput!FOculusInput::SendControllerEvents()
UE4Editor_Core!FWindowsApplication::PollGameDeviceState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1789]
UE4Editor_Slate!FSlateApplication::PollGameDeviceState() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1209]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2417]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]

ntdll
[/]

I hope you are only testing your project with the preview and not actively developing with it.

[=;409611]
Ok I’m new to UE and I dont know the phrases used to describe the various parts of the engine too well.
My concern is the move to Visual 2015, which I dont like at all. I have a project that I created in the UE launcher application as “C++ project”. I have the engine installed completely here as source code and as I understand it, it is compiled by my VS here right?
So am I forced to “update” to VS 2015 now? Or can I continue to use VS 2013? And do I have to get the new versions through git from now on, since it sounds like the launcher application will not work for me anymore?

I seriously am ****** off at that. I just one of the smaller graphic engines to come to UE because that engine also forced:: us to use VS 2015 without even explaining, what is so lifethreateningly important that development can not continue with 2013. I’m not a friend of progress for progress sake. “Updates” are always a hassle and without a good reason, don’t see why. Besides, I didn’t intend to leave Windows 7 behind but now I’m afraid you guys are forcing me to get this crappy Windows 10 because we all know that sooner or later VS will not run on older Windows anymore. Out of “technical reasons in the outer stratosphere which can not be explained in greater detail” or somesuch bogus reason by MS
[/]

Take it easy, man. VS 2015 is cool. Just switch off Microsoft Git provider. The whole reason is distributing prebuild library builds, which are no would be build for vs2015 by default - which is ok for most of users. Also I don’t understand your hate to vs2015. Soon it will have update 1 released, fixing most of it’s regressions.
Also you still can compile UE4 from source code for vs2013.

[=;409611]
So am I forced to “update” to VS 2015 now? Or can I continue to use VS 2013? And do I have to get the new versions through git from now on, since it sounds like the launcher application will not work for me anymore?
[/]

If I understood well, you can keep using VS2013, but you need to use the GitHub releases. You don’t even need Git, you just need to download the source package as a on Github, and build the engine, instead of downloading a prebuilt release.

[=;409611]
I seriously am ****** off at that. I just one of the smaller graphic engines to come to UE because that engine also forced:: us to use VS 2015 without even explaining, what is so lifethreateningly important that development can not continue with 2013. I’m not a friend of progress for progress sake. “Updates” are always a hassle and without a good reason, don’t see why.
[/]

So why even update to UE 4.10 ? UE4 is going to be updated for years, maybe UE 4.35 will require DX13, so there will be a point where you stop updating anyway.

[=;409611]
what is so lifethreateningly important that development can not continue with 2013.
[/]

Not life-threateningly important I would say, but here is an impressively long list of updates, fixes, and additions to C++ in Visual 2015:
://blogs.msdn/b/vcblog/archive/2015/06/19/c-11-14-17-features-in-vs-2015-rtm.aspx

Is 3D Widget still an experimental feature in 4.10?

[=;409473]
It is awesome that you guys are getting so much done, I am really looking forward to 4.10. Hopefully you can introduce like 15 hotfixes before 4.11, we just need a stable release that will last us a few months.
[/]

I need to type 10 characters, but all I really wanted to do is say: +1 to the above!

the ability to add notes to nodes in blueprint editor is missing in every 4.10 update (at least 1 and 2)

Detour Crowd avoidance appears to be broken in 4.10P3. I’ve written an answerhub bug, with a project sample file with the repro:
https://answers.unrealengine/questions/325424/410p3-detour-crowds-broken.html

If this is just a change of setup or a setting somewhere, I would love to know, otherwise, this is a showstopping bug. (for me)

[=insanerob;408810]
Modulated Shadows on mobile seems to be broken. Converted a project in 4.9.2 where modulated shadows were working, to 4.10prev2 and the modulated shadows don’t show on iphone anymore

[/]

Hi ,

Can you post this to AnswerHub in the Bug Reports section so we can better assist you there?

I’ve tried to reproduce this in a simple project created in 4.9 and convert that to 4.10, but I’m still seeing the modulated shadows as I would expect. I’ve also setup simple projects in 4.9 and 4.10 on their own to see and everything works as intended when I play on device. I tested this on an Iphone 6.

Thank you!

@…
Please, explain why Epic’s staff is so participative in community. Are you guys forced to act like this or you’re just epic :stuck_out_tongue:
None of public engines I’ve used have staff keeping for months and months directly interaction with the community, it’s like they’re nonexistent nowadays outside this ; things here are so different. Why?!

Hope you guys never change this though :slight_smile:

Agreed

10 chars

Looks like a solid update. Especially want to play around with Sequencer. I have never been a big fan of Matinee, so if Sequencer can improve that functionality, that would be awesome.

Can`t compile our projet on 4.10
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2653: ‘FLogCategoryLogPlatformFile’: is not a class or namespace name
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2065: ‘CompileTimeVerbosity’: undeclared identifier
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2065: ‘LogPlatformFile’: undeclared identifier
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2228: left of ‘.IsSuppressed’ must have class/struct/union
1> C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): note: type is ‘unknown-type’
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2228: left of ‘.GetCategoryName’ must have class/struct/union
1> C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): note: type is ‘unknown-type’
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2664: ‘void FMsg::Logf_Internal(const ANSICHAR *,int32,const FName &,ELogVerbosity::Type,const TCHAR *)’: cannot convert argument 3 from ‘ELogVerbosity::Type’ to ‘const FName &’
1> C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): note: Reason: cannot convert from ‘ELogVerbosity::Type’ to ‘const FName’
1> C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): note: No -defined-conversion operator available that can perform this conversion, or the operator cannot be called
1> -------- End Detailed Actions Stats -----------------------------------------------------------

[=MadScorp;410357]
Can`t compile our projet on 4.10
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2653: ‘FLogCategoryLogPlatformFile’: is not a class or namespace name
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2065: ‘CompileTimeVerbosity’: undeclared identifier
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2065: ‘LogPlatformFile’: undeclared identifier
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2228: left of ‘.IsSuppressed’ must have class/struct/union
1> C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): note: type is ‘unknown-type’
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2228: left of ‘.GetCategoryName’ must have class/struct/union
1> C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): note: type is ‘unknown-type’
1>C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): error C2664: ‘void FMsg::Logf_Internal(const ANSICHAR *,int32,const FName &,ELogVerbosity::Type,const TCHAR *)’: cannot convert argument 3 from ‘ELogVerbosity::Type’ to ‘const FName &’
1> C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): note: Reason: cannot convert from ‘ELogVerbosity::Type’ to ‘const FName’
1> C:\Program Files\Epic Games\4.10\Engine\Source\Runtime\Core\Public\HAL\IPlatformFileCachedWrapper.h(248): note: No -defined-conversion operator available that can perform this conversion, or the operator cannot be called
1> -------- End Detailed Actions Stats -----------------------------------------------------------
[/]

Fixed with
//#include “IPlatformFileCachedWrapper.h”
:slight_smile: