[=;429121]
Same , I’d like to add yet another ping on this bug. While things on the code side are still progressing, artists are going nuts without perforce integration and, with the virtual file system, I understand their pain.
Hopefully this will be fixed soon
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I hear you on that haha, I may be a developer and I have a few work arounds. The rest of the team not so much sadly.
[=;426176]
I cannot log in epic games launcher anymore. Getting “Could not establish a web session. Please try again”-message. During last week that message came always time when trying to log in, but worked on second try. Today cant get in at all.
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Reset your password and it will work… Has happened to me twice in the past week or so.
[=Vatos Turkos;427768]
Can i start Unreal Engine 4.10 without Virtual ?
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You can as long as its not a C++ project. You will get an error (it won’t even let you click OK on project creation) saying that VS is not loaded… It will nicely provide you a link. <smiles>
[=maxmuench1990;427765]
Saying " i love the engine" doesent help either in my eyes ! And if you would read the release thread a little bit more carefully you would recognize that i dont have to repeat the Same bug reports again and again, im not the only one who thinks that the engine looses stability more and more. Yes please stamp the Engine in the ground With your feautures over stability mentality… And this stability update called 4.10 havent made anything better. fix break there…
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I guess what he was asking… What actual bugs in your personal game development are preventing you from proceeding.
Just to understand the UE-23364 issue.
Is it in the editor that Perforce is not usable over ssl or is it in VS2015?
We are near to move on 4.10 so I just need to understand this issue before moving forward (and sorry to ask but the Answer hub have been closed so no more comments available).
Is there any workaround? Is it link to a Perforce Client version?
[=;429472]
Just to understand the UE-23364 issue.
Is it in the editor that Perforce is not usable over ssl or is it in VS2015?
We are near to move on 4.10 so I just need to understand this issue before moving forward (and sorry to ask but the Answer hub have been closed so no more comments available).
Is there any workaround? Is it link to a Perforce Client version?
Thanks,
[/]
I can’t speak for but what my team is running into is that there is no functional perforce editor integration happening over ssl in 4.10. So any perforce management in the editor is unusable. The work around you can use is manage your assets directly via the p4v client, you just have to be more careful with locks etc.
[]
I can’t speak for but what my team is running into is that there is no functional perforce editor integration happening over ssl in 4.10. So any perforce management in the editor is unusable. The work around you can use is manage your assets directly via the p4v client, you just have to be more careful with locks etc.
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[=maxmuench1990;428152]
Some guys mentioned to develop or to finished some games. I would like to know With wich Engine version and Plattform?
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I am almost done with an “infinite runner” style game for android, just need to work on in-app-purchase(with some minor crashes sometimes) Windows 8.1 64bits 16GB RAM - UE 4.10
So far 4.10 is a great release, except for the fact that its built in Perforce settings are no longer working. It is essential for our team to have this workflow in place for Unreal 4 development and I am hoping this is resolved shortly. Otherwise, keep up the great work and adding the wonderful optimizations for VR.
Regarding the Perforce SSL issue (UE-23364), we are currently looking into this and hope to have a resolution soon. We would like to resolve this in a 4.10 Hotfix, but I cannot make that a guarantee yet.
[= Ellis;429752]
Regarding the Perforce SSL issue (UE-23364), we are currently looking into this and hope to have a resolution soon. We would like to resolve this in a 4.10 Hotfix, but I cannot make that a guarantee yet.
Cheers
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You guys are awesome! Thank you for addressing this, hotfix or not.
[= ;421698]
Right now, the ticket for this (UE-21858) is listed as fixed and targeting the 4.10.1 hotfix, but this ticket has yet to be verified and closed since we’ve not got a build of 4.10.1 to test on just yet. If all goes well this should be in a hot fix, but I cannot guarantee until it’s tested. If not 4.10.1 it should make 4.11.
[/]
,
Question… Let’s say I am developing a game on 4.10 and I am deep into the project and I do not want to move to 4.11 in fear of stuff breaking… And, you are on say 4.10.3 but the above bug still exists, am I simply forced to live with the bug or go to 4.11…while that bug is fixed, many more bugs are on 4.11. It appears, that once you move to 4.8 to 4.9 to 4.10 that you will not update the older versions… Doesn’t that leave people in a pickle??? Should older versions be updated for those who have committed to that version? Like, we know there are bugs on 4.9.2, why not make a 4.9.3 even if 10 is out…?
Sorry for the bad grammar far too much rambling, but I hope you get my point…
In this case, you must get the engine source code and cherry pick the fixes that you need. Epic Staff can also help you time to time to find the appropriate fix link in github. It’s not that difficult.
It’s just less easy to share the build accross your team (if accross different areas).
[= Ellis;429752]
Regarding the Perforce SSL issue (UE-23364), we are currently looking into this and hope to have a resolution soon. We would like to resolve this in a 4.10 Hotfix, but I cannot make that a guarantee yet.
Question… Let’s say I am developing a game on 4.10 and I am deep into the project and I do not want to move to 4.11 in fear of stuff breaking… And, you are on say 4.10.3 but the above bug still exists, am I simply forced to live with the bug or go to 4.11…while that bug is fixed, many more bugs are on 4.11. It appears, that once you move to 4.8 to 4.9 to 4.10 that you will not update the older versions… Doesn’t that leave people in a pickle??? Should older versions be updated for those who have committed to that version? Like, we know there are bugs on 4.9.2, why not make a 4.9.3 even if 10 is out…?
Sorry for the bad grammar far too much rambling, but I hope you get my point…
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Unfortunately, it’s not always the case that older versions can be updated with the latest bug fixes due to a major change that prevents it from being in a hotfix. This is why some bugs that already have fixes in our internal build cannot be pushed out in a hotfix. Also, releasing and testing for hotfixes is a huge undertaking that is not as simple as just putting in a fix and releasing it. It takes preparation, planning, and testing to make it ready for a hotfix. This is why only the latest release builds are focused on with hotfixes.
As for bugs that have a fix submitted but you don’t want to upgrade, I can’t speak 100% for teams that use this method, but you would not want to work in the releases via the launcher necessarily unless you’re using a c++ project. You would want to build from source on GitHub, then you can see the specific bundles of changes that are submitted and pull what you need and integrate it manually into your build and recompile. This way you only pull the change you need rather than all the changes that would be in a full release.
This is not always ideal for a lot of people, so sticking with a binary build and only upgrading to a new one after you’ve tested the latest one you want to upgrade to is working for you is more appealing than compiling source.
Thanks , that makes sense… I’m starting my C++ journey into UE4 and its a ton of fun. I’m figuring out how to navigate Github… I followed some tutorials and got it cloned to my PC, but I’m trying to figure out which version I am building on my desktop. For example, the last build was 4.11… How do I switch to 4.10.x? (no need to answer, just giving an example). Anyway, I do need to learn this and incorporate fixes into the build that I am actively using. Thanks again for the info.
The launcher got updated and now, everything is in french even if in my profile, communication language is in English, do i really need to change my address for usa to have the dashboard in English?
[=Ga.rheault;430345]
The launcher got updated and now, everything is in french even if in my profile, communication language is in English, do i really need to change my address for usa to have the dashboard in English?
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Log off from the launcher if you have auto-login enabled. Then click that little earth symbol at the top right and change it from standard or whatever to English.