Can anyone tell me what this actually means?
They are similar to C# properties if you are familiar with those. It means you can write things like this:
private:
UPROPERTY(EditAnywhere, BlueprintSetter=ApplySkin)
UCharacterSkinDescription* ActiveSkin;
public:
UFUNCTION(BlueprintSetter)
void ApplySkin(UCharacterSkinDescription* InSkin)
{
if (InSkin != ActiveSkin)
{
ActiveSkin = InSkin;
USkeletalMeshComponent* MyMeshComponent = GetMesh();
MyMeshComponent->SetSkeletalMesh(ActiveSkin ? ActiveSkin->Mesh : nullptr);
MyMeshComponent->OverrideMaterials.Reset();
if (ActiveSkin != nullptr)
{
for (int32 Index = 0; Index < ActiveSkin->Materials.Num(); ++Index)
{
MyMeshComponent->SetMaterial(Index, ActiveSkin->Materials[Index]);
}
}
}
}
And then the ActiveSkin will look and behave just like a variable in the Blueprint, but under the hood will call ApplySkin whenever it is modified.
Cheers,
Noland
Bug discovered in 4.16 verified as continuing to exist in 4.17 Preview. Unable to set screen to any form of windowed mode or otherwise set screen resolution dynamically during runtime.
In the several years I’ve worked with UE4 I’ve usually had the opposite problem trying to get a packaged project to enter a full screen mode.
What has been attempted in 4.16:
- Execute Console Command.
- Getting User Settings, setting a screen resolution, and then applying that screen resolution.
- Using an .ini file setting.
- Command line argument.
Only #4 worked with 4.16
So far with 4.17 only #1 and #2 have been tested. Given the definite lack of response by any staff member when I reported this in the support forum I’m given little reason to doubt that it’s been fixed in 4.17 for the other two options.
Only possible work around - Windows only (that I know of).
- During execution write a bat/cmd file with the new command line arguments and some reference to where the packaged product should restart.
- Prompt the user with instructions to run the batch command if they wish to continue.
- Exit and hope the user is still interested in using the packaged product.
- Thank Epic for returning us back to the days of DOS.
Sorry for sounding snarky but this is a major bug. No package product should be forced to either windowed or fullscreen mode. I was hoping the 4.16.3 would have had the fix but apparently no one thought it worthwhile.
If I’m doing something wrong in trying to do this basic task that has changed since 4.15 I’d dearly love to know but for now I have to either assume that it is a major bug or a new feature that hasn’t been explained or documented correctly. I’d happily track down the bug in the engine source but I don’t even know where to start with that even.
Right now I have a project that I can thankfully split into two smaller projects, each with its own engine version. I have to use 4.15 with one because of this bug introduced with 4.16+, and use 4.16+ with the other because of a bug that was only fixed in 4.16+. But this means distributing two different copies of the engine. Is this even allowed in the license?!
I’d expect #2/#3* to work fine and it’s what our games use. One big gotcha is that you need to call ConfirmVideoMode() when changing resolutions or fullscreen to make sure it’s recorded permanently. This dates back to the days where you could set a resolution on a CRT and see nothing if it was out of specs for the monitor, so typically games would show a ‘keep changes’ prompt with a countdown timer before they reverted back to the previous settings. If you are calling that and it’s still not working, please open an AnswerHub ticket with your code or BP logic.
*(#3 is effectively the same as #2 on subsequent runs, assuming you do SaveSettings or ApplySettings after modifying something)
Cheers,
Noland
the arkit plugin in preview 3 is not work correctly. the package will crash once i open it on my ipad.
you guys should make a tutorial about how to use arkit in ue4.
Why alembic enhancements that used in fortnite cinematic is not in this release?
I use gradle but I cannot understand it. Please tell me properly. Thank you so much.
Where is the need to call ConfirmVideoMode documented previously? I’ll make a new, empty test project - again - with the blueprint code. I’ll do it for both 4.16 and 4.17. But this doesn’t explain why Unreal is now defaulting to fullscreen windowed since 4.16. Upgrade in place for older projects now fail in this regards.
@eryang check out this thread, I managed to get it working with a couple of tweaks… down the bottom
Hey I just reported this, a major performance regression to all SteamVR games:
It affects all engine versions because it was a hardcoded assumption changing, but it would be really nice to get it fixed for 4.17! The OpenVR version the engine uses already has a way to directly get the visible area mesh, so it is an easy fix.
Nice catch, seems quite serious to me!
Right click breaks bp
I’m downloading an update right now. Is this the full release?
Appears so. I just saw all the closed/commits of the documentation updates.
Its official
Unreal Engine 4.17 Released! - Announcements - Epic Developer Community Forums!
Hrmm. I was working on a visual studio compiled version of UE4 4.17 Preview 3, and I saw that 4.17 was released, and I downloaded the release version today and I tried to run my project on the release version of 4.17, but now half my maps won’t load. I suppose the fact I saved the maps in Preview 3 changed things in a way that the 4.17 release version cannot recognize? I just kept on doing my work through each preview of 4.17 because the new audio system was so awesome.
I don’t want to go back and duplicate my work, nor do I want to work on UE4 4.17 Preview 3 if it is unstable and I shouldn’t release apps using it (according to the documentation). Is there some code I can change somewhere to fix this?
I’m still experiencing this bug in my packaged game build …
I still seem to be getting this issue in the final 4.17 release so it looks like it hasn’t been resolved? I’m using an instance of the Photorealistic Character hair material and it looks weird and blocky like in that screenshot whereas it looked perfectly fine in 4.15 (went from 4.15 to 4.17 so can’t talk about 4.16).
Hello,
I would like to understand what’s going on about augmented reality in Unreal, because I’m bit confused and I can’t wait to develop AR app with Unreal.
We have the project Tango in 4.17, but it works only with some devices: is that correct?
Then we will have ARKit im 4.17, but it’s only for iOS: is that correct?
If they are both correct, what about all the other devices?
Thank you very much.
Has anyone been able to find the sample Composure Compositing Project?
Can’t seem to find it after activating the plugin…
Fixed it by disabling dithering in the material details and replacing it with a dithering node instead.