Unreal Engine 4.15 Preview

Can’t join LAN Session in 4.15. Session is being created, but clients can’t join it. Launching 2 PIE clients works (of course, because they are starting already connected to each other).
Might be my own mistake, I’ll mess with it more tomorrow.

And even more attention, please. I have a huge Narrative AI project just waiting for data table improvements.

Is not a vehicle of Epic, is a complete new vehicle only the chasis is physics cube, happen too at touch the ground not the cube, works before 4.14, in 4.13 worked, since the PhysX update all is broken…
You can check the link is the complete project.

Hey,

Any comment on Tonemapper changes?

https://answers.unrealengine.com/questions/557038/tonemapper-issues-in-415.html

New Tonemapper just impossible get any blue, all is purple

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

Really ?

And Epic mark it as “By Design”, next version 4.16 just turn all black/white by design.

Yeah, do r.Tonemapper Film 0 and you are back to the old one with correct colors.

Hi all.

Changes to the tonemapper in 4.15 are intentional, and provide a more physically accurate behavior. The old approach can still be achieved by setting r.TonemapperFilm 0, but this may not be supported in future versions.

Full details about the changes will be available in the full 4.15 Release Notes.

Hello !

Please, check post I linked. It’s not about Tonemapper film, it’s about other ones

Our support team will look into it and follow-up on the Answerhub. Thanks

Thanks, really appreciate that!

Thanks! Interesting read

No luck getting the RawInput plugin working. Details in Raw Input Plugin error - Blueprint Visual Scripting - Unreal Engine Forums

I tested and it seems Light Functions are now working with the Forward Renderer? Can someone from Epic confirm this? If so, why is it not in the fixes list? Thanks!

[COLOR=#8b4513]**Issues That Affect Me

**[/COLOR]******FIXED in 4.15preview3 (Yay! Progress!)

unassigned - Crash - 4.15.0preview1 during “Open a copy” of a project on
**************UE-39501[COLOR=#333333][COLOR=#333333] - [/COLOR][/COLOR]tvOS package for distribution fails to find valid certificate and valid provision
****[COLOR=#333333][COLOR=#333333]unassigned - [/COLOR][/COLOR]Valid Development Provision and Certificate ignored for tvOS

STILL BROKEN for 4.15preview3


UE-37428[COLOR=#333333][COLOR=#333333] - [/COLOR][/COLOR]Certain BP class properties keep losing value (target 4.16)************
UE-39294[COLOR=#333333][COLOR=#333333] - [/COLOR][/COLOR]Menus don’t update on (backlogged)[COLOR=#333333]
[/COLOR]************UE-39464[COLOR=#333333][COLOR=#333333] - [/COLOR][/COLOR]GetPlatform node returns “IOS” on tvOS (target 4.16)
****************[COLOR=#333333]UE-40545 - [/COLOR]Uploading tvOS project: ERROR ITMS-90513 & ITMS-90471 aka tvOS “Missing Image Asset” (target 4.16, because tvOS still isn’t supported yet :frowning:)
[COLOR=#333333]UEDOC-4307 - [/COLOR]Android Quickstart - Incorrect about Java Versions
[COLOR=#333333][COLOR=#333333]unassigned - [/COLOR][/COLOR]What is waking up my physics?

](Unreal Engine Issues and Bug Tracker (UE-39294))


LOL that was not a bug but rather a fix :). Now 4.15 takes into account ‘Public Connections’ value for LAN sessions. I used to keep its value as ‘0’ in 4.14.

I tried vehicle plugin it looks like roll back to wrong CenterOfMass setup before 4.14, which means car moving like solid box once again. I mean in 4.14 you got :
“We’ve changed where tire forces are applied. Previously, tire forces were applied at the vehicle’s center of mass. We now apply force at the tire’s center of mass which makes it easier to achieve load sway in cars.”
Now it looks like 4.13 again, maybe i’m wrong I’ll do more tests. Cheers


OK I figured out somehow that I must derived a BP car from cpp class, explicitly toggle the “deprecated spring offset mode” twice(check, uncheck), then it all works. If i use cpp vehicleAdv template directly in game, the car just stick with deprecated mode, and no way to change unless I hack engine/plugin, no ideal why. Maybe ue4 serialize function think the car is current version only after I do these? Anyway it won’t stop me enjoy 4.15~~

How does the Blend Space editor work now? I have a Blend Space in there but I can’t move my mouse around the grid to see the results?

EDIT: I figured it out! You hold Shift while hovering over the blend space. Maybe make this more visible in the future please? Thanks Epic, keep up the good work! :slight_smile:

Hello ,

Anything being done on Unreal Engine Issues and Bug Tracker (UE-36879) VOIP has been an issue for a few engine releases now it seems. I noticed Conan is having VOIP issues too!

UPDATE!

We have just released Preview 4 for 4.15! Thank you for your continued help in testing the 4.15 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.

For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.

Cheers!

Fixed in Preview 4 - CL 3286799

Fixed! UE-41213 Persona - Scene Setup not working correctly
Fixed! UE-41389 Crash in Skeletal Editor due to null ActorFactory reference
Fixed! UE-41376 Pitch and LPF parameters updated incorrectly in audio mixer
Fixed! UE-41377 Audio device hot swap fails for extreme audio device ranges
Updated! UE-41450 PhysicsBall BP not updating location with Collision volumes
Fixed! UE-41497 Illegal Else Without Matching If
Fixed! UE-41474 Putty directory is missing from \Engine\Extras\ThirdPartyNotUE\ in binary builds from the Launcher
Fixed! UE-40740 Unable to escape from the truck in PlatformerGame
Fixed! UE-38060 Ribbon Trails are inconsistent in Content Examples
Fixed! UE-41353 MatineeFightScene too dark due to tonemapperfilm changes
Fixed! UE-41368 Subway Sequencer too dark due to tonemapper film changes in 4.15
Fixed! UE-41360 Incorrect camera starting position in PlatformerGame
Fixed! UE-41359 Crash in FTickFunction::RegisterTickFunction
Fixed! UE-41333 [CrashReport] UE4Editor_AssetRegistry!FAssetRegistry::GetSubClasses() [assetregistry.cpp:2803]
Fixed! UE-41339 Second Controller input not recognized on console
Fixed! UE-41298 iOS Device displays textures darker than in Editor
Fixed! UE-41498 PS4 differential patch size is abnormally large
Fixed! UE-41565 Movie playback not keeping texture filtering settings when switching contexts
Fixed! UE-40779 Crash occurs with PlatformMediaSource called in infinite loop
Fixed! UE-40063 Crash when a material with a texture parameter is deleted when it has instances with static permutations
Fixed! UE-41283 Engine Scalability view distance settings are not being reflected accurately in the viewport
Fixed! UE-41380 Clicking reimport on a skeletal mesh crashes the editor - UE4Editor_Engine!USkeleton::GetSmartNameContainer() [skeleton.cpp:1410]
Fixed! UE-41496 QAGame Controller Loses Focus on Edge of Viewport
Fixed! UE-41113 Widgets can no longer take focus after clicking somewhere other than the widget itself
Fixed! UE-41495 Crash setting actor rotation via details panel in VR editor

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide

Well at this point this is why there are more problems than expected ones. You guys say this is fixed Unreal Engine Issues and Bug Tracker (UE-41450) “Fixed! UE-41450 PhysicsBall BP not updating location with Collision volumes”
Anyone can check you changed in the repo first comment all and wrong https://github.com/EpicGames/UnrealEngine/commit/5cfa56cbb0a6b77c853c0472faf5e41b638d59fe
and later you guys come back and remove the comment https://github.com/EpicGames/UnrealEngine/commit/e2bd07dd5ac4ee4ab8871f2138459e8c80b8834c
at the end you have the same code of the start and you guys just commented the LOG Warning, mmm sorry ?

So the log says anymore there is not problem, marked as fixed ?
And is not the first time I see this, at this point idk if is a communication problem or is other kind of problem…

Correct me if I’m wrong but is all the changes I see, a commented LOG warning and marked as fixed in public.