Hi,
Why in 4.11 p8 we can’t set DrawScale/DrawScale3D to 0 ?
I can build my project in 4.10 but i am getting error building in 4.11 “Invalid DrawScale/DrawScale3D” in some blueprints
Thanks.
From what feature is the screen in the blog ? because looks pretty blur and bad the right one.
LeapMotion plugin doesn’t work with 8 preview. It works fine with last preview version
LogTemp:Warning: Failed to load LeapMotion library.
[=;499833]
From what feature is the screen in the blog ? because looks pretty blur and bad the right one.
The screen shows the LOD feature (left high poly/right low poly) you can see it on the statue head that is quite pretty malformed on the right side
[=Cø;499880]
The screen shows the LOD feature (left high poly/right low poly) you can see it on the statue head that is quite pretty malformed on the right side
And can you tell me what are all these blurs ? in the ground and rock in the background etc ?
Hi! Is there any special settings to make HLOD work in 4.11 p8? It works fine in simple test scene with standard cylinders and cones in 4.10.4, but in 4.11p8 “Build LODs” button do nothing. And “Preview HLOD clusters” button disappears in 4.11p8. Was this functionality completely removed?
Edit. Found in Japan section) .unrealengine.com/showthread.php?95753-Ue4-11-%E6%9C%80%E6%96%B0%E6%A9%9F%E8%83%BD%E3%80%80%E6%A4%9C%E8%A8%BC%E3%82%B9%E3%83%AC&highlight=hlod
Hey,
pretty bad bug here, if you show the mouse cursor through the setting in the player controller, you wont get any mousex/y events in your game then (this works when the mouse cursor is hidden).
answers.unrealengine.com/questions/394596/show-mouse-cursor-disables-mouse-events.html
Cheers,
[]
Hey,
pretty bad bug here, if you show the mouse cursor through the setting in the player controller, you wont get any mousex/y events in your game then (this works when the mouse cursor is hidden).
answers.unrealengine.com/que...se-events.html
Cheers,
I belive it was always like that. It bothers me too (.unrealengine.com/showthread.php?105312-Mouse-cursor-capture-continous-axis-detection-input-handling)
Is this correct
Editor symbols for debugging = 8.17 GB? Thats a lot of symbols
Yeah, it’s normal. Debugging symbols are typically larger than the executable. The .pdb for your game will probably be more than 100MB as well.
[=Skylonxe;500087]
I belive it was always like that. It bothers me too (.unrealengine.com/showthread.php?105312-Mouse-cursor-capture-continous-axis-detection-input-handling)
Nope,
in that case with 4.11 i press a mouse button and then i never get any mouse input; The other issue you linked is that you only get input when a button is pressed.
This worked flawlessly up to 4.10.
This effectively means that the FinalCamera from the Marketplace is unusable in the current state of 4.11 which worries me a bit
Cheers,
Hey Epic guys,
great work so far. I love coding with the unreal engine.
But will there be a way to give different canvas planes in UMG another z location or rotation value?
[=Skylonxe;500087]
I belive it was always like that. It bothers me too (.unrealengine.com/showthread.php?105312-Mouse-cursor-capture-continous-axis-detection-input-handling)
It wasn’t always like that
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Newest preview made so that mouse axis getters won’t give any values if mouse cursor is set to be visible.
Why such weird changes?
In 4.10 the behavior was strange as well requiring you to hold any mouse button down for value to update if cursor was visible.
4.11 was great so far with no weirdness - axis values updated without needing mouse buttons to be held, but now it doesn’t work at all if cursor is visible.
Edit:
I’m talking about this setup:
dl.dropboxusercontent.com/u/26177594/ShareX/2016/03/UE4Editor_2016-03-22_19-14-08.png
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It wasn’t always like that
Hey ,
sorry, didnt see your earlier post; I wouldnt have spent an hour in the debugger if i had seen this before
So yes, this is a really bad issue, @epic, you got this on your radar?
Cheers,
[=;500448]
Hey ,
sorry, didnt see your earlier post; I wouldnt have spent an hour in the debugger if i had seen this before
So yes, this is a really bad issue, @epic, you got this on your radar?
Cheers,
It should be, but I’m unsure if it’ll be fixed for final 4.11 release… It’s not on known issues list.
[]
After doing some testing and a bit of digging I was able to find that this is a known issue (UE-19925) and that it has been submitted to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
Is 4.11 still targeted for this upcoming week?
[=;500460]
It should be, but I’m unsure if it’ll be fixed for final 4.11 release… It’s not on known issues list.
Ok, made a pull request for the 4.11 to fix this issue: #2206](.com/EpicGames/UnrealEngine/pull/2206)
@epic, please consider this one, as it is really small and makes the mouse capture working correctly again!
Edit: Also fixed this now in a seperate pull request for the master branch: #2207](.com/EpicGames/UnrealEngine/pull/2207)
Cheers,
[=;501201]
Ok, made a pull request for the 4.11 to fix this issue: #2206](.com/EpicGames/UnrealEngine/pull/2206)
@epic, please consider this one, as it is really small and makes the mouse capture working correctly again!
Edit: Also fixed this now in a seperate pull request for the master branch: #2207](.com/EpicGames/UnrealEngine/pull/2207)
Cheers,
Thank you!
Do you think this is a bug and not intended change? I really hope it’s a bug, but I have feeling that it’s may be intentional change related to input modes (game only/ui only). Does Show Mouse cursor change input mode?
There’s still no GET Input Mode node so I can’t even test itforums.unrealengine.com/showthread.php?83289-GET-Input-Mode-node
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Answerhub is down for me again (I give up with that website), so I’m posting issues here for now.
Try clearing all browsing data, that’s what fixed all problems for me on AnswerHub and this forum.
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Thank you!
Do you think this is a bug and not intended change? I really hope it’s a bug, but I have feeling that it’s may be intentional change related to input modes (game only/ui only). Does Show Mouse cursor change input mode?
There’s still no GET Input Mode node so I can’t even test itforums.unrealengine.com/showthread.php?83289-GET-Input-Mode-node
Hey,
nope, this was done during a refactoring for the individual views to manage their active state; so i guess the change was done because it “looked correct” at the first look, but when following the whole flow that change meant that mouse capture would only work if either the mouse cursor was hidden from the playercontroller or the mouse cursor would be intentionally be hidden during the mouse capture (and i have to admit i got no idea why this would make sense, but maybe on a different platform?). So all i did was to move the capture up a little (as it was before actually).
Cheers,