Unreal Engine 4.11 Preview

Has there been changes to how Actor Detail customization works in 4.11?

I am attempting to migrate plugins from 4.9 to 4.11 and running into a major problem with a custom camera actor that I have.

This custom actor is basically an enhanced camera that connects to our pipeline database. I have having two major issues porting from 4.9 to 4.11

  1. On our custom CameraComponent which inherits from UCameraComponent, we had hidden the base CameraSettings. Worked fine in 4.9 but now it causes the stock camera details code to saying it can’t get the parameters for display. Removing this fixes it but of course now all the base camera settings are exposed to our artists which we don’t want.
  2. This is a larger issue, but it appears there is some change with object references inside CustomizeDetails? Previously we would get the object being customized with DetailLayout.GetObjectsBeingCustomized(), but this is now returning invalid objects. Strangely it works fine if you drag out the actor but don’t let go. In other words, drag the actor from the left panel into your scene but keep holding down the mouse button. You can see all the properties displayed correctly, showing the right data. Soon as you release the mouse button though it will and the object references that were just working fine will all be invalid.

A snippet of the code causing the problem for point #2:



// Declared in the class
TWeakObjectPtr<AMPCCameraActor> Camera;

// Code in CustomizeDetails()
TArray<TWeakObjectPtr<UObject>> objects;
DetailLayout.GetObjectsBeingCustomized(objects);
Camera = Cast<AMPCCameraActor>(objects[0].Get());
//.....
// Inside omitted slate code...
SNew(STextBlock)
.Text_Lambda([this]()->FText {return FText::FromString(Camera->Job);} )


The Camera object passed into the lambda is valid up until such time as you release the object into the scene then it becomes invalid.

EDIT: Added #2 to AnswerHub: GetObjectsBeingCustomized returns invalid objects - Programming & Scripting - Epic Developer Community Forums

Will there be a VR project / template in 4.11, and will we see Bullet Train? :slight_smile:

“We now have support for 3 lighting channels. You can set which channels a PrimitiveComponent or a LightComponent is in.”

Apologies is this is a dumb question but would this support UI objects with their own lighting model (custom lights) rendered at the same time as a 3d game scene? [and on mobile - while we’re asking…]

Hello,

First of all : realy THANK YOU for Lighting Chanels. Even if it’s only 3 and for movable lights : it will help so much to light characters and other movable meshes.

But, in the row i wanted to test capsules shadows. The render is pretty cool. Even if I guess I’m working with a bad configuration, (i used the bones to the characters, so it’s not realy optimal). I just wanted to see how it’s work.

I don’t know if there are too many capsules, but when I used a movable skylight unreal crashed if I switch from stationary to movable. If I change the skylight intensity. If the Skylight is already in my scene and I activate the Capsule Direct Shadow (or Capsule Indirect Shadow).

Please, is it possible to learn more about it ?

I know there is a demo to introduce the feature, but à didn’t realy hear some restriction about this (even the more shapes we have, the higher the cost of the shadow will be).

And, sorry for my bad english, i hope i am understandable.

Thank you in advance.

[= ;451792]
Hi ,

UE-24810 has already been resolved internally and should make it out in one of the upcoming preview releases. I’m not sure if it’ll be in 4.11 p2 yet or not though, but should make it into preview 3.

UE-24809 is still yet to be resolved.

Keep an eye out for 's 4.11 Preview posts for updates on current known 4.11 bugs being addressed.

Thank you!

Hi,

any Info on UE-21676?
Pretty crippling for VR developement :frowning:

UPDATE!

We have just released Preview 2 for 4.11! Please view the Known Issues List on page 1 of this thread for the updated list of known issues.

Thank you for your continued help in testing the 4.11 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

Cheers!

Fixed in Preview 2 - CL 2822657

Fixed! UE-24563 Editor should launch launcher silently
Fixed! UE-25092 Error in NonUnityTestCompile_OnMac due to Shadow variable
Fixed! UE-25032 UnrealHeaderTool is checking for plugins required only by game.
Fixed! UE-24812 Editor crashes when adding a mesh reference to the event graph of a blueprint
Fixed! UE-24590 resetting Bound Bone in Anim Dynamics node
Fixed! UE-25064 upon removing Input Axis in Project Settings by using X
Fixed! UE-24958 when getting the sequence player in level blueprint
Fixed! UE-24857 Re-implement plugin changes in 4.11
Fixed! UE-24854 Add release custom version
Fixed! UE-24729 Vehicle Blueprint template has hole in the floor
Fixed! UE-24710 Third Person Code has failed import load errors
Fixed! UE-24694 Match 3 when spamming gem moves
Fixed! UE-24773 Enabling on Materials in 4.11 causes geometry to Disappear
Fixed! UE-24741 Flickering SpeedTree foliage when destorying an actor using the same mesh
Fixed! UE-24724 Dropdown menus are behind the Import window on Mac
Fixed! UE-24292 Using the Set console command to change a value at runtime causes a
Fixed! UE-24326 Vehicle Advanced projects have missing and blocking collision
Fixed! UE-24522 Find-in-Blueprints no longer works after switching languages.
Fixed! UE-24167 Physics Asset cannot be moved in the level
Fixed! UE-25140 VS2015 builds sometimes hang when using XGE
Fixed! UE-25027 Reading from ini sections not cached by new build system doesn’t work in Android Plugin Language
Fixed! UE-25026 Puzzle Code lighting needs to be rebuilt
Fixed! UE-25013 Editing right-to-left text is very unstable
Fixed! UE-24967 Integrate D3D12 update from MS
Fixed! UE-25120 OBB downloader license check causes exception if TargetSDK set to 21 or higher
Fixed! UE-25090 Java libraries copied to JavaLibs by Android plugin are not included in project dependencies
Fixed! UE-25031 Mesh particles do not work on mobile
Fixed! UE-24989 Find-in-Blueprints does not find anything outside of current asset or Engine content
Fixed! UE-24975 Instanced stereo foliage culling incorrectly
Fixed! UE-24963 Zen opens with Load Errors/Map Checks/Warnings
Fixed! UE-24962 exiting D3D12
Fixed! UE-24926 Include Render Pass name as variable in Filename Format field
Fixed! UE-24920 EXR renders won’t go above 640x360 when rendering from an Editor Window
Fixed! UE-24900 and Alt input keys set in Touch Interface do not work
Fixed! UE-24873 Mac: Clicking on parent window when a child window is behind it activates the child window
Fixed! UE-22068 Changing inherited value in a blueprint child class also changes it in parent
Fixed! UE-21795 Switch on Gameplay Tag does not correctly register tag alterations in Standalone game
Fixed! UE-23269 opening QA-Animation on Mac
Fixed! UE-22970 The white horizon for the sky is flipped upside down (at top of screen instead of bottom) for non-MobileHDR on mobile devices
Fixed! UE-24852 Creating a Blueprint out of existing Blueprints crashes the editor

REMEMBER: Please report any new bugs you find to the UE4 Answerhub

[= ;452544]
**
Fixed! UE-24563 Editor should launch launcher silently**

imgflip.com/readImage?iid=19750160


[]
Fixed! UE-24857 Re-implement plugin changes in 4.11

I’ve been working a lot on Plugins for UE4 dev teams recently; I need more info about this please; where can I check fix details? ?
Does this fix means we don’t need to close UEditor anymore to reload plugin compiled code??

Aweeesome news! :slight_smile:

Are the analytics plugins Apsalar & Flurry now supported on Android in 4.11? Or is this planned at all?

Many thanks in advance for the info

no trace of UE-23366 :frowning: :frowning: :frowning:
please, I cannot work if the editor crashes whenever I close PIE or any BP with components!

[=;452575]
no trace of UE-23366 :frowning: :frowning: :frowning:
please, I cannot work if the editor crashes whenever I close PIE or any BP with components!

Hi ,

UE-23366 has been fixed and has been marked for 4.11. Please bear in mind that preview builds are meant to show what is coming within the full build, however the do not encompass all fixes that will be available in the final product and are not intended for active development.

Still nothing on UE-23368? :frowning: It’s been months now, since the 4.10 preview.

[= ;452547]

[]
Fixed! UE-24857 Re-implement plugin changes in 4.11

I’ve been working a lot on Plugins for UE4 dev teams recently; I need more info about this please; where can I check fix details? ?
Does this fix means we don’t need to close UEditor anymore to reload plugin compiled code??

Same. Would love to hear more about what this means.

[= ;452582]
Hi ,

UE-23366 has been fixed and has been marked for 4.11. Please bear in mind that preview builds are meant to show what is coming within the full build, however the do not encompass all fixes that will be available in the final product and are not intended for active development.

ok, good to know

could you please quickly check if this fix is from a re-opening of the issue? just to double check because UE-23366 was marked as fixed by 4.10.1 but in my case it wasn’t fixed.
I wouldn’t want to wait to 4.11 only to see the fix didn’t make it

[=;452589]
Still nothing on UE-23368? :frowning: It’s been months now, since the 4.10 preview.

Hi ,

UE-23368 is still under assessment by the development staff. Unfortunately, I do not have a timeframe of when a fix will be implemented. As I mentioned with , preview builds do not encompass the full list of fixes and/or features that a full release has. It would be best to wait until the full release notes to know what is being addressed within a release build.

Edit from : I have reached out to our developers to try to get some traction on this.

UE-24810 Fog still does not work for me :frowning:

[=;452610]
could you please quickly check if this fix is from a re-opening of the issue? just to double check because UE-23366 was marked as fixed by 4.10.1 but in my case it wasn’t fixed.
I wouldn’t want to wait to 4.11 only to see the fix didn’t make it

Hey . Do you already have an Answerhub post where we were investigating this for you? If so, please link it; and if not can you please make a new one? I’m concerned that you may have a similar but different issue than what we’ve logged in UE-23366, and I don’t want to neglect what you’re experiencing. I’ve looked into UE-23366 and the fix for that issue has definitely already made its way into the 4.11 Preview that you’re testing.

Thanks

[=;452641]
UE-24810 Fog still does not work for me :frowning:

Hi ,

With this one a fix was submitted but it doesn’t seemed to have resolved the issue. This one is still under investigation.

Apologies for any confusion this is causing.

  • Ellis edit: I have removed this item from the fixed list.*

wow 4.11 is the best version, keep it up epic games :slight_smile:

[= ;452544]

Fixed! UE-24773 Enabling on Materials in 4.11 causes geometry to Disappear

Visible, but not tessellating.

EDIT: user already reported it in AnswerHub -> UE-25334