Unreal Engine 4.15 Preview

The fix didn’t make it into Preview 3. But should be fixed in Preview 4 next week.

Tried 4.15.3.
What just happened with Desired Draw Distance?
I’ve opened my map and everything started to cull too early. I had a map made from large merged meshes and finely adjusted Desired Draw Distance per mesh. In 4.15 Draw Distance seems to work differently. It feels like it takes distance not to mesh center but to furthest boundary of mesh, something like that. As a result, meshes began to disappear at noticeably shorter distance than before. Apparently, I can re-adjust Draw Distance per mesh with bigger values, but… why did this happen, anyway?

Is this a designed change? Was draw distance being incorrectly treated in 4.14? Or is it a bug?

Filed a bug: Max Draw Distance behavior changed in 4.15 - Asset Creation - Epic Developer Community Forums

You should really file a bug report on AnswerHub.

Awesome, thank you so much! You guys fixed every issue I needed <3 <3

I just want to draw some more** attention** to this. A lot of us have been waiting on it since forever. Data tables are way less useful without it.

Posted a few small things on the answerhub, but there are two things I am not sure how or where to post…
So I think its best to post it here to potentially discuss or let decide weather its worth a post.

“On ctrl + b browser pops up auto-selecting the material/emitter/etc you where working in.
An editor option to disable this and just pop up with last selected in content browser would make my workflow much better.”

“Selecting constant curve in cascade’s distribution created a collapsed empty version, workflow would dictate it to be open. (could save me a few hundred if not more clicks a day)
(seems semi-random, or I dont see the logic)”

someone please help this In-App Purchase issue on iOS which didn’t happened on 4.14.3, once open project in 4.15 IAP not working anymore!

Hi! I’ve downloaded 4.15 Preview 3 and try to launch to iOS seems to be fixed! Thanks a lot.

I have 4.15 preview 3 compiled on, and UE-40736 (in fixed-list for this preview) appears to be broken still? I did a quick scan of the git commit log, and I dont see it in any of the commits for 4.15-preview3 (unless I biffed somehow with the command line tools).

Thanks,

jonbitzen

Fails packaging ‘Daydream & Cardboard’ app in 4.15.3. Error messages:
[aapt] D:\github\memory\Intermediate\Android\APK\bin\AndroidManifest.xml:4: error: No resource identifier found for attribute ‘enableVrMode’ in package ‘android’
[aapt] D:\github\memory\Intermediate\Android\APK\bin\AndroidManifest.xml:4: error: No resource identifier found for attribute ‘resizeableActivity’ in package ‘android’

Looks like it is trying to use Android N features.
Cardboard-only build completes but crashes on device.

In 4.14.3 it was possible to build such app for android-21.
So far, this renders 4.15.3 unusable for me :frowning: I have Android 6 on my phone.

Set the Android SDK Level to android-24 in the Android SDK project settings, but leave NDK level at android-21. Set your target SDK to 21, not 24. This will fix the compile error. Also make sure you install SDK Platform 24 with SDK Manager (only 19 and 21 are installed by default by Codework for Android).

Have anybody experienced problems with MultiThreading?
Testing source build of 4.15 now, from preview 1 to 3 frunnable Run() is called on null object in Development builds (debug build works ok).

Trying to make a test project.

UPD: no, that was my bug sorry.

It seems that the fix was a content update (not code change) to the Kite demo, so this wouldn’t be reflected in Git source code. If you need to make changes locally in your own project, all you should have to do is un-check “Used with skeletal mesh” on the affected materials.

Cheers

Android splash screen is not working on my project with SDK/NDK android-19, portrait. But it works on another project with GoogleVR, set to SDK android-24, NDK android-19.
Bug report and more details: Splash screen stopped working on Android - Mobile - Unreal Engine Forums

Edit: There’s no bug! Sorry, guys! On the debug log I found it was disabling the launch image because Advanced APKPackaging>GoogleVR deployment mode was set to Daydream & Cardboard. I set it back to Cardboard and it’s working now. It changed by itself on the project update to 4.15.

How did you guys apply the ‘include what you use’ model? Automatized using for example https://include-what-you-use.org/ :slight_smile: ? I can imagine due to the reflection system in UE4 its hard for tools to understand the code base :slight_smile:

It was a pull request. If you’re intrested I can find the thread.

That would be great :slight_smile:

Here you go! Iwyu - C++ - Epic Developer Community Forums

Physics problems added in the 4.14 keep there just awesome

https://dl.dropboxusercontent.com/u/28070491/GIFShit.gif

Now are even worst and this is not even the vehicles code… the only physics part here is the chasis is really sad UE4 can’t handle 2 cubes colliding…

@Hevedy What’s the mass of your car and the cube it’s hitting ?