Unreal Engine 4.17 Preview

Ah, so the bent normal has to be precomputed as a texture? Sad, I was hoping for something dynamic :smiley:

pretty excellent updates, might upgrade from 4.15 depending on the other features you’ll present in full release of 4.17

Hi i am testing Unreal Engine for real time rendering . when i import a 24 fps animation in to unreal 4.16.2 and 4.17.1 preview it import as 30 fps… i have already posted this issue in answerhub . i tried it in 4.15.3 it work fine i think its a bug if so can u guys plz fix this in the 4.17.# … if there is any different in import setting in (4.15.3 and 4.16.2 or above)can any one plz post the setting ? . I use Animation Length = Exported Time and Use Default Sample Rate = disable when i import in all 3 version

Very excited to see plugin dependencies & shader support coming in 4.17

Also the BP Orphan Pins feature is AWESOME!

Wow, simply creating an empty directory Shaders in the project directory immediately crashes the editor upon launch. Was this even tested once?

Just to make sure, there was nothing unusual with our project, tried creating an empty Shaders directory inside a clean copy of PhotorealisticCharacter project. Bam. Not even a log.

will try other tests before resorting to symbols and tracing the engine source code.

On Answerhub said it’s gonna be fixed for the next preview :slight_smile:

Exactly my point.

Thank you for your attention to the matter Mr. Bunner. Evidently, there is a very unstable, non-standard preprocessor. Here is the full analysis:



#include "" crash no relevant log
#include "C:/Test.ush" crash
#include "C:\Test.ush" crash
#include "/Engine/beyond/Test" crash 
#include "/Engine/beyond/Test.ush" works!
#include "/Engine/beyond/Test.usf" works
#include "/Engine/beyond/NonExistent.ush" silently ignored
#include "/Game/Public/Test.usf" crashes, even if the file does not and cannot exist, see below
#include (empty) the only relevant log error without a crash


from inside Test.ush:
#include "Test2.ush" works
#include "Test2.usf" works
#include "Test2" crash
#include "NonExistent.ush" silently ignored


Creating an empty Shaders directory under the Project, immediately crashes the Editor upon launch. This also happens with a clean copy of PhotorealisticCharacter. It also happens even Shaders has basic Public content with a Test.ush. What is impressive however is, Generate Visual Studio files command, picks up the Shaders structure for Visual Studio, even though everything about Shaders crashes the editor upon launch.

I will update the details onto AnswerHub, however I am afraid none of my 6 bug reports have gotten any response in 2 months.

here is the link:

Thank you.

Are you able to provide your project? Probably not, that’s understandable.
But it could be very difficult to find a repro, fix issue and test it without “real” project. It’s just one of those cases where everything works for 99.999% of users and nobody knows what is the root of problem. Impossible to guess.
Maybe you could create copy of project, remove most of it, just leave a few scripts causing a problem. Pack all of it, with your Saved folder, let people download it.

It depends on which part of engine we’re talking about :wink:

For instance there’s no new fancy features in blueprints. This release is all about stabilization and little improvement in quality of life.
There’s refactored compilation, so-called Compilation Manager. I’m not sure about details here, but it supposed to make compilation faster, probably fixing some issues too?
New feature of Orphan pins is meant to prevent “mysterious” bugs, improve process of refactoring your blueprints.
Hopefully lot of issues with resetting values (affecting some of the users) have been resolved. If not, editor prints more warning and errors.

Many annoying issues finally fixed.

Of course blueprints still needs lot of love, making it less cumbersome, more intuitive for people used to the “text programming”.

My apologies! It didn’t initially appear fixed in our testing, but it ended up being user error. Thanks!

Sending project - I’ve actually done that Any change made in Widget crashes project after restart - UI - Epic Developer Community Forums.
Removing parts until somethings start to work - multiple times, but problem is on top of that all there are random crashes (I’ve got one blueprint that always worked fine but after crashes it has few random nodes with errors).
Wasted many days on such iterations.
I’m just saying - it should be other way.
Most of my reports on answerhub are left without any answer (like rather ThereAreNoAnswerHub).
Out of the box - in many cases there are to many paths I can take to try to debug - deleting assets of different kinds, I know for sure that deleting Intermediate, autosaves and Cache sometimes helps. In many cases everything works and the next day not anymore.
Maybe I’m an idiot but shouldn’t UE4 be idiot-prof? Or my Idiot level is to high :wink: ?
To summarize - probably for lot of us - we are left for to long in the dark, and instead new features every few months we need more answers and updates in documentation.

There is still crackling audio with some sounds on Android and 4.17P1 :frowning:

While much better than 4.16 still not releasable :frowning: Are there any workarounds or ETAs to have it fixed?

Btw the UMG Blur Canvas is not working yet for Android

We have no plans to support it on ES2 devices.

Hey guys I hate to post about it again, but I’m really excited for (translation: in dire need of) this feature which was added in 4.17, but it doesn’t seem to be working. Repro provided too!

Answerhub

AA seems to be working in LDR mode.

Before 4.17, when loading different Sequences that controlled/possessed a shared camera, the camera was kept active/piloted, so you could very quickly see the new position, with the focus. This would allow for editing sequences/shots for continuity, color correction, or quickly save/scout shot locations around a large level.

Now with 4.17, when loading another Sequence, the sequencer deactivates/stops piloting the shared camera, and you have to search for it and reactivate it, which slows down that quick switching…

It would be very nice to restore the previous behavior.

No, and this was discussed on the twitch stream yesterday if you are interested in more detail. It’s work in progress stuff that is not being done in a rush or with any epic game project deadlines driving it’s urgent completion. And part of the reason they are taking their time with it is that the editable mesh stuff is going to be used as a foundation for all sorts of different tools, model importing and runtime mesh stuff in future. The scope of the mission makes me very happy, although it’s obvious that many people are sad that the tools arent ready yet. I can live with the wait.

Just about yeah, but looking at my other project it always looked like that. HDR modes still need it :frowning:

It seems that servertravel in PIE is broken with this release (it worked for my game in 4.16), so I cannot make my project work with PIE in this release. Does anyone else also have this issue?