Unreal Engine 4.18 Preview

4.18p4 is not ready for prime time development. If your project has a Level that is referenced by 2 others, you will soon realize you cannot delete, rename or cut any actors in that level without the Editor Freezing. This has been reproduced even in a clean 4.18 project with the simplest levels A, B, C:

Also get ready for new garbage references appearing from previously deleted content when saving your assets in 4.18. How are we to trust saving anything with 4.18 now?

It is hard to imagine how the developers are missing testing such basics. If you take Epic’s most major demo, Boy and his Kite, and load it in 4.18, the LOD Screen ratios are all corrupt vs 4.17, visibly noticeable right away. How can a company develop a new version of their Engine, and not even load and test their biggest demo and accomplishment before release?

REMEMBER: Please report any new bugs you find to the UE4 Answerhub in the ‘Bugs Reports’ section.”

Well, that’s somewhat of a sham. Basically, the AnswerHub is unskilled human shields keeping the developers undistracted and pointed at the new corporate fad. While these days, the developers are hired and busy reprogramming Mouse clicks and Metal for Apple trying to sell more iPhones now, critical engine bugs and disabled external developers sit in the AnswerHub for months. If you are lucky, some contractor trying to earn some extra money will enlist your report to the “Public Tracker”, and it “Resolved”.

“Resolved”? Which literally means “Unresolved” if you actually follow the link to their “Public Tracker”, which also means closed to the public, and guarded by their human shields. You will have to get lucky again in a few months so that a real developer picks and chooses to look at it, and not changes it to “Backlogged”.

That is if you are lucky. If you are unlucky, then an Apple Genius will answer you on AnswerHub with a supposed fix not reading your description, block your bug report and disappear, or tell you to recreate your files from scratch. How am I supposed to recreate 50 Sequence assets, when the Sequencer does not even have simple Copy and Paste in 2017? Why should I recreate files, when a new bug in your code is injecting garbage into my work and freezing the Editor with “Soft References”, which again contradictingly and really means, Process Terminate References.

Destroying support for Visual Studio C++ seems to be another new goal for Apple/Epic. Since 4.15 C++ Hot Loading has been broken in “Final” releases. Compilations now take at least 3 times longer, with the UnrealHeaderTool recompiling unchanged headers for Hot Loading. This has been reported in detail for months.

4.18 introduced yet another new big bug to C++ Hot Loading, disappearing and corrupting properties in the Details panel. Thankfully that bug was just fixed by Robb at 4.18p4. I am not sure he even works for Epic.

Surely you can tell, I am a bit more than frustrated… :frowning: