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.
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…
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.
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.
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.