In 4.15.p2, I can no longer use win32 functions in C++ project such as:-
'GetLocalTime': identifier not found
'SYSTEMTIME': undeclared identifier
InterlockedIncrement': is not a member of '`global namespace'
'InterlockedIncrement': identifier not found
There are many others - but these are just some of them. I figure this has got to do with more efficient use of header files, but I cannot figure it out.
When I am faced with such low level question, I look into the Engine code itself (and particularly the Plugins, since they are somewhat external as a Game code)
I have an idea though I’m not sure it is possible. Modules like “Engine” contain a lot of U-classes and they are all compiled into the resulting binary when the game is cooked. How hard it would be (if possible at all) to teach UBT to check whether each U-class is referenced from content or from code and only include referenced classes in the final build? This would dramatically decrease both compile times and the binary size since a typical game doesn’t use every U-class that exist in the engine.
Code of the engine itself isn’t compiled while cooking. Yes, engine binaries are included into cook. But it takes only fraction of cooking time to prepare binaries.
I bet it would take a lot of time to check which part of engine are really used. You would have to analyze all the blueprints, assets and configs.
Manual turning off not used modules and plugins should be enough
Although it would be nice if cooking wouldn’t recreate game binaries every time - even if nothing changed in code since last cooking
That is great news! I really hope that can happen - and a “For Distribution” build is tested with it, as there have been issues popping up when you get to that stage.
That’s a good way to look at it Luos, thanks for the feedback. Following your post I’ve tried to add tooltip information to most of the new nodes and moving forward I agree, we should make more of an effort to have clearer tooltips and documentation for all nodes if possible.
Nice
While you are at it, consider thisone as well
-The tooltip for the 3Dto1DIndex node is just a paste copy of the 2D version.
-The tooltip for the GenerateBands node reads “the higher the V value, the more bands”
This is depending on the direction switch and only true for the default direction. It should be noted that, if direction is reversed, U will control the band count.
I have had issues since updating to 4.14.1 before i was just fine , character has a transparent body sections you can see through , and distortion in the up right corner of epic launcher the little box showing download progress .
Also Stuck in a loop when downloading the engine and epic tutorial projects (i.e reflections project) ,i have to pause the downloads ,close and restart then continue downloading several times so that the download process is completed .
i want to attach pictures of the issues from my hard drive but you don’t have the option in the posts you only allow URLs , how to attach pictures from hard drive with the posts.
And I thank you for that!! the effort is really appreciated!
I wish there was an easier way for us non-coder/scrippies to be able and change stuff like that. See a typo? have a button or option somewhere to suggest edits/fix typo’s.
I know its wishful thinking for now though
but… with the help of a coder buddy/budette I could go for engine contributor and change a typo
Noted! Anything that’s a standard node is pretty trivial to fix but any material function is a little harder (blue node that you can open up). Those are typically assets which need to be re-saved and checked in, so we’re a little too late to push those fixes in for 4.15. I’ll try and get these updated today though so they should still make 4.16 (This goes for the material functions Luos pointed out too)!
Can this issuebe prioritized to be fixed?
It’s about emissive colors rendered incorrectly(Instead of blue color you get purple and etc) if blue value is higher than 1.
I thinks it’s REALLY important if certain emissive colors can’t be rendered properly and basically useless now.
In my SuperGrid project some colors are shifted and I have to manually set incorrect values in order to render it =/
There are other tricks to avoid this issue, but IMHO just rendering a blue color should not be a problem in engine