Unreal Engine 4.17 Preview

It’s engine feature. Other is affecting realtime shadows and other is affecting lightmass area shadows.

Out of interest, what would persuade a C++ user to transition from using Asset Registry to the new Asset Manager? Or is Asset Manager just a wrapper for Asset Registry anyways?

https://answers.unrealengine.com/questions/663937/bug-staticmesheditor-sections-auto-does-always-dis.html

I think this is a bug in 4.17 preview.

You have to adjust the shadow cascades to make it look good. I set mine in a fresh level to the following:

Dynamic Shadow Distance MovableLight to 1000-2000
Num Dynamic Shadow Cascades to 4
Distribution Exponent to 4

Also with an added skylight, the artifacts are covered a bit and you can go lower (make it smoother)

That is great news! We are watching this closely to gauge results. If anyone gets any crashes in 4.17, please make sure you are submitting the crash reports.

A staging branch is where we integrate both a downstream and an upstream branch and do testing before pushing it back upstream. Thus, 4.17 staging contains both last minute 4.17 fixes and UE4 main (which is now 4.18); it is not 4.17.

Cheers,
Noland

The asset manager is built on top of the asset registry; the main goal is to provide a nicer interface for gameplay programmers than having to deal with the asset registry and low level async loading directly. There’s no need to switch away if you have a working system, but there are some nice tools for viewing referenced content by top level asset and for writing new code it feels better.

Link to preliminary docs on the asset manager: What is the Asset Manager? - Programming & Scripting - Epic Developer Community Forums

Cheers,
Noland

I tried to report a bug I discovered in 4.16 without much luck. Between 4.15 and 4.16 packaged projects started to default to fullscreen (windowed). No console command, ini file adjustment, C++ code, etc. would put the project into a normal windowed display. Only thing that worked was using command line parameters (basically using a .bat/.cmd file in Windows for example) which is definitely not a workable solution for a production project, especially when screen sizes/modes may have to be adjusted during the product’s run. Has this issue been fixed in 4.17? I know it used to be hell to get Unreal to do the opposite of this problem and I became quite familiar with the methods to make it happen. I wanted to post the bug in UDN but I’ve seen absolutely no section that was obviously related to making bug reports.

UAssetManager can’t work for assets in pak!!!!!

We use it in Fortnite and Battle Breakers, which use .pak files. Could you elaborate on the problems you’re having?

Cheers,
Noland

Hi,

Since 4.16 ComboBox are unusable with GamePad.
Are we really obligated to wait for 4.18 version for this to work as in 4.15.3?

Related discussion here :

https://udn.unrealengine.com/questions/380007/combobox-only-work-with-mouse.html

[MENTION=9]Stephen Ellis[/MENTION] It’s great that you are working on crash fixes so are there already any news on the startup crash on 4.15+ 32-bit shipped games using certain AMD GPUs or has this at least been acknowledged that it needs to be fixed?:
https://answers.unrealengine.com/questions/597616/fatal-error-on-amd-graphics-card-32-bit-packaged-b.html
https://answers.unrealengine.com/questions/576564/start-crash-in-shipping-game-on-some-hardware.html
https://answers.unrealengine.com/questions/580299/why-does-my-game-crash-on-launch-for-some-players.html

Next one, not sure if already known because it’s kinda obvious

It appears that 4.17-preview-2 tag is missing on GitHub.

I reported it too. It doesn’t really have anything to do with changing mobility, it is because of the screen transition when the edited values disappear off screen.

Hi Warcabbit. If you have UDN access, you can post any bug report to the general ‘UE4’ section.

Thanks. I’ll follow up to get that fixed. (done!)

We’ll look into the reports.

Cheers

Ah, ok. Well, was just my reproduction step :wink: :slight_smile:

It appears that old RE-INST bug issues have re-appeared with 4.17 previews with C++ inherited Actor Component Classes in Blueprints (multiple level deep). The editor crashes when these blueprints are loaded/referenced in the level.

WOOHOO! no more D3D crashes! I cant wait to try all the new features since 4.13. Great job!

Very good, Excellent and marvelous