Unreal Engine 4.15 Preview

You are correct that on further review this one is not fully “fixed”, and there may be others in the same situation. Sometimes solutions to bugs are incremental, and may begin with changes to logging before future fixes occur.

The failure in having it listed as “Fixed” is, as you say, a communication one. The above list comes from a data export of updated tickets from JIRA. Unfortunately JIRA doesn’t have a concept of “partial fixes”, so these get included. Ideally it would be nice to review each code change to verify that an actual fix was made before being added to the list, unfortunately that is not feasible for us when we have some updates as large as this one.

We provide as much information around updates as we can, but that can lead to cases like this. However with the combination of our public JIRA site and access to Github, we have tried to empower our users to access the information that is important to them.

Cheers

Hm. This was 4.13 https://youtube.com/watch?v=2XANPekrCiI
Similar glitch.

Regarding issue UE-41065

So has anybody managed to get the old look (a nice saturated color glow with bloom) back? The recommended r.TonemapperFilm 0 is not doing it for me - any other values I have to tweak? I can’t imagine that it is an intended change to make nice glowing materials impossible…

r.TonemapperFilm 0 works fine on my project and others have confirmed the fix.

Ok thanks, then I will try it again and if it doesn’t work post the scenario in the answerhub thread.

We’ve dealt this numerous times in Unreal Slackers and also mentioned here in forums. This bug is most likely cause of bad project upgrade and corrupted data due to it. I have no idea why that happens but it doesn’t happen to me on that same project IF I upgrade it myself (I see some of the issues with Hevedy’s version). I’ve sent Hevedy updated builds for the same project, both for 4.14 and now for 4.15 and he can’t reproduce the issues with version I’ve upgraded.

In App Purchase seems to not work in iOS? I posted in answerhub no one answer and tested. Please check…

We are investigating this. Your regular “bumps” actually caused a delay because the posts cause the ‘activity date’ to update, while we investigate the queue from oldest to newest. For this reason, we strongly advise against “bumping” bug reports.

Thanks

Loving these compile times! Keep up the good work. :slight_smile:

Is release going to happen in a couple of weeks ? :o

Sooner than that, if all goes well.

Oh god… Wait till next month, my data plan is already almost capped for the month :stuck_out_tongue:

  • that moment when all your dcc tools licenses fails and you have to download all of them to reinstall again*

Where can I find PxVehicleDriveNW.h class to provide support for N-wheeled vehicles? There is no such class in plugin.

Upd: looks like now I have to use PhysXPublic.h for this.

Is it me or is it not possible to have a Map with a Array-Value?
I can’t choose the Value Type as an Array

Try to put the array in a struct and then use a Map of those structs.

In C++ you can have TMaps of TArrays, but in BP you also can’t have TArrays of TArrays, so I would not expect TMaps of TArrays to be possible without using that extra struct.

I know about issue UE-10109 and i just want to note
There is laggish/freezing (few ms) process of “level streaming” in Preview 4 . Ive play with relative settings as well (garbage collection, background async) - doesn’t helps.
Ive tried to run packaged build - better but still few ms freezes. Sound is like blocking game thread.

And Im not sure but i saw issue in roadmap is DONE. Hm… Or not?

Always checked on MacOS, UE 4.15Preview4. Never in windows.

Just Quoting you to again draw attention :stuck_out_tongue:

But yeah, i Agree, this would help soo much!

If I remember right, this isnt possible in C++ either. But I feel like I could be very wrong.

nevertheless, if you wrap the TArray in a struct, you should be able to have it as a value.

By the way: Is there a releas date for 4.15 already?

literally a few scrolls up buddy :stuck_out_tongue:

Sorry, I thought I read the whole 6th page but aparrently, I skipped a few one liner posts… Thanks!