I’ve found an issue where UMG combo boxes loose all entries in a packaged build.
I’ve raised it here: UE 4.16 (Preview 3) - UMG combo box appears empty in packaged build - UI - Epic Developer Community Forums
I’ve found an issue where UMG combo boxes loose all entries in a packaged build.
I’ve raised it here: UE 4.16 (Preview 3) - UMG combo box appears empty in packaged build - UI - Epic Developer Community Forums
Reporting back with some adjustment fixes to the cloth painting tool - the following should be addressed in the next update.
Thank you!!
I love 4.16 so much. Can’t wait !
img.memesuper.com/3166158288764cf097d33cb273d05dc3_soon-meme-soon_625-417.jpeg
Does that only affect your plugin, or is that a general fix so that anyone using UE4 with git lfs benefits from that, without having to use your plugin?
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Sorry for not seeing this question before; to diff an asset you need to activate Source Control in Editor, so to get diff working with Git LFS you need to use the UE Git Plugin. But the good news is this plugin is integrated by default in the Engine, so easy to use!
I’ve found another UMG related bug and have reported it here: UE4.16 (preview 3): UMG- unable to set spinbox delta value - UI - Epic Developer Community Forums
Sry for the question, but wondering: if I install this preview can I patch it up to the release version or I need to reinstall then? I don’t want to do it twice. thx
Downloading.
It will be updated to stable release, no reinstall needed
I’ve seen this with a few other meshes when they have root bone transforms applied in their originating DCC, so this will get fixed before the tools leave experimental hopefully. I’ll see if I can get my hands on some blender assets too and test those.
Thanks for trying the tools!
Thanks for the feedback!
Interesting thought, I can see why that would be useful. I’ll add that to my list of workflow things to get to - although it mightn’t make the first release of the tools. I’ll need to look at some custom interactors to make moving the mirror a simple process.
This didn’t make 4.16 but I’ve added this. It’s essentially like a box blur over the influenced verts. This should be there when we bring the tools out of experimental.
Not sure I get you here, do you mean like a picker where you’d click on the mesh and the value under the cursor is set as the current paint value?
Thanks again for using the tools and providing feedback!
Man I love this engine! great work Epic staff and can’t wait to try out the latest version.
New features look great.
Thought I’d dip into 4.16 Preview 3. Converted project seemingly fine (by cloning in Launcher, selecting the new engine version dropdown on the .uproject file, then launching it) and plays fine, but opening any static or skeletal mesh crashes the engine with no error code or debugging information.
No one else looks to have this major issue so I’m guessing it’s unique to my project, anything I can try to get working?
Edit:
same thing happens with updating 4.15.2 project by opening in 4.16 to prompt the engine to ask me if I want to open a copy, then letting it do its thing. If anyone has any suggestions, cos I want to play with it real bad D:
Edit:
Sent a bunch of reports around the time of this edit, not sure how much help they’ll be. Opening static meshes, skeletal meshes, animation sequences and skeletons all crash the engine, but I can open materials and textures fine.
LoginId:a11e6b614ea97f7fa15f53893a3d24f0
Awesome!
@ #3 I believe so, this ----->
For cloth paint.
now the reason for this is simple, the sensitivity in cloth ranges differently in physics from each material. and a sampler would be needed in order to replicate those specific settings; if the influences of a surface needs to be retouched. I hope this explanation was helpful. thank you so much for your reply!!
Honestly i would be supper happy if i could get at least 50% of Maya’s key features in UE4. there’s no rush for it But i have like a love/hate relationship with the program. I spent at least 8 years trying to master the program and yet very little can be done when it defuncts on it’s own. skinning in that program is like an insomniac’s nightmare… if they could sleep and then dream about it…
I’m seeing really odd rendering artifacts in Preview 3:
EDIT: Video made private
Answerhub
@ZeOrb - this is using SuperGrid content. Anything to be aware of?
Hi Jamsh, I’ve replied to your AH post.
In short - Power node in material editor return negative numbers for negative numbers. So -5^2 will be -10.
No worries! Sorry for showing the material graph, should have thought about that before posting!
I guess we might be due a SuperGrid update at some point in future then
Input touch blueprint, masking with black layers (images), alphas and many other things are broken or not functional.
Hi mechanicalsnowman.
I’ve reviewed your crash reports, and the results are unusual. For unknown reasons, they are missing some important data (the callstack) which sometimes results when the crash isn’t occurring in engine code. I do see that your engine version is non-vanilla, meaning using plugins or modified source code; is that accurate?
The only information included in your crash report is the error message, which matches closely (but not 100%) with Unreal Engine Issues and Bug Tracker (UE-43546). Are your assets using morph targets?
Dunno if it’s normal behavior as this is my first time using them, but creating instances of HISMs at runtime yield the correct meshes but with the default editor material instead of the assigned material applied in the latest preview of 4.16.