Agree 100%… Documentation could use some love…inside and outside of the editor. Its good, but it could be better.
This is definitely an issue for us too, as we have large emissive values on the atmopshere of planets. What was a light friendly blue is now purplish white.
It’s basically a blocking issue for us.
There’s an issue with some node comments but these are not material nodes but blueprint nodes. When you drag from a string output, nodes like “left” and “leftchop” show empty comments. you only know what these do when you create the node and check the return value comment.
Any reason why building lighting in 4.15 is now 60% slower then all other previous versions?
Almost positive this isn’t the place for it but I love BSP brushes. They’re so easy to prototype with and export out to 3D modeling programs. This issue has been plaguing me since 4.13 (and possibly prior but I wasn’t using them as much before 4.13).
This isn’t a reported bug but I’ve reproduced it on 3 computers (1 being a laptop with 512GB VRAM and an integrated NVIDIA graphics chip so it’s an odd case admittedly) all with a new project. So I’m rather confident that it’s reproducible but a little surprised that no one else has reported it / encountered it. Just trying to bring a little more attention to something I feel is pretty important to my work in the engine. Nonetheless I look forward to 4.15! (:
or some sort of euler filter
Please confirm that you’ll update GoogleVRController plugin too. In 4.13-googlevr branch this plugin has full support of GoogleVRMotionControllerComponent with properly positioned and calibrated controller’s static mesh, laser indicator and selecting actors (https://developers.google.com/vr/unreal/arm-model). The same plugin in 4.14 is crippled.
This is slightly annoying.
I hope it is just temporary, do you have more info about that?
The foliage in the 4.15 don’t have dithered LODs in my end, and at check it in the materials don’t work ?
*Fixed! Note you have to set all the affected materials by the same model to dithered or won’t work.
How about actually fixing the context menu bug which will probably remain in the next big Windows 10 update? it will break for that’s for sure and Microsoft still didn’t do anything about it (I tried the latest build from a few days ago, same thing). I’m sure you don’t want thousands of posts about UE4 Menus broken.
Edit: It says the last version this bug exists is in 4.14, is it fixed in 4.14.3? or should we wait for 4.15 final?
I can’t deploy to GearVR as it says I need to make sure the APK is signed, even though I have copied the osig files from 4.14. Also not sure if it’s normal, but the new version’s folder has a UE_ prefix.
You should make a bug report on AnswerHub.
Done that, but I have rushed a bit ahead with it. Restarting my PC then doing a full rebuild did the trick. Thanks anyway! Too bad that mobile multi-view is still not working (black on one side). I was big hopes for it.
for anyone having issues on windows 8.1 with the install and error for kb2919355 and kb2919422
If you see any of the following Windows Update errors when you try to install the Windows 8.1 Update or Windows RT 8.1 Update (KB 2919355), you might be able to fix the problems with these solutions. If you need more help, contact Microsoft support.
Windows Update error
What it means and how to fix it
Code 0x80073712
This error might mean that a file needed by Windows Update is damaged or missing. Here are a few steps you can try to fix the problem:
Swipe in from the right edge of the screen, and then tap Search.
(If you’re using a mouse, point to the upper-right corner of the screen, move the mouse pointer down, and then click Search.)
Enter cmd in the search box, and then right-click or press and hold Command Prompt.
Tap or click Run as administrator.
In the Administrator: Command Prompt window, type one of the following commands depending on your version of Windows, and then press Enter. Don’t include a line break as shown here.
If you’re running a 64-bit version of Windows 8.1, type:
dism /online /remove-package /packagename:Package_for_KB2919355~31bf3856ad364e35 ~amd646.3.1.146.3.1.14
If you’re running a 32-bit version of Windows 8.1, type:
dism /online /remove-package /packagename:Package_for_KB2919355~31bf3856ad364e35 ~x86
If you’re running Windows RT 8.1, type:
dism /online /remove-package /packagename:Package_for_KB2919355~31bf3856ad364e35 ~arm~~6.3.1.14
Type the following command, and then press Enter:
DISM.exe /Online /Cleanup-image /Restorehealth
Type the following command, and then press Enter:
dism /online /cleanup-image /startcomponentcleanup
Install the Windows 8.1 Update or Windows RT 8.1 Update.
If you’re running Windows 8.1, go to the Microsoft Download Center:
Windows 8.1 Update (32-bit version) … http://www.microsoft.com/en-us/downl....aspx?id=42327
Windows 8.1 Update (64-bit version) … http://www.microsoft.com/en-us/downl....aspx?id=42335
If you’re running Windows RT 8.1, try to install Windows RT 8.1 Update (KB 2919355) again from Windows Update.
Note: Use the troubleshooter to resolve Windows Update errors “0x80070002” or “0x80070003”. This problem occurs when some files in the Windows Update are missing, even though the update is downloaded and extracted successfully. Fore more information click the link below.
i tried everything else. this actually worked.
Blueprint nativization is now stable - but
Unreal Engine Issues and Bug Tracker (UE-34557) (ServerTravel with nativization)
is still backlogged. Does networking have such a low priority?
We’re working on implementing this for the PC when using the forward renderer. We had the mobile version working first, so we went ahead and pushed it out for this release.
Why is UE-41065 marked as “by design” ? If that’s true, it’s going to be the first time I can’t upgrade to a new UE version. Breaking all emissive colors in existing projects isn’t cool
I believe we’ve finally found the root cause of the performance discrepancy and we’re working on addressing it. We wont be bringing over this specific change (it was more of a stop gap while we investigated the issue), but we are working on a fix.
This is still happening in 4.15
I can’t use ScrollBox without breaking my game’s camera controls.