[=“motorsep, post:139, topic:100191”]
Are there going to be more previews coming out before the release ?
[/]
Yes, we are targeting a Preview 4 this week.
Cheers
[=“motorsep, post:139, topic:100191”]
Are there going to be more previews coming out before the release ?
[/]
Yes, we are targeting a Preview 4 this week.
Cheers
So,what’s different between Nvidia VXGI and Volumetric Lightmaps are the new default 。I mean Performance and quality.
[=“Anonymous_ce1d55a347b0ac8e20af0526d6c16546, post:141, topic:100191”]
So,what’s different between Nvidia VXGI and Volumetric Lightmaps are the new default 。I mean Performance and quality.
[/]
VXGI is dynamic GI, volumetric lightmaps are something totally different and related to epics baked lighting.
UPDATE!
We have just released Preview 4 for 4.18! Thank you for your continued help in testing the 4.18 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.
For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.
Cheers!
Fixed in Preview 4
Fixed! UE-50690 Section highlighting no longer functions on skeletal meshes
Fixed! UE-50664 Content Examples - PhysicalAnimation - Example 1.5 Doesn’t stop moving when physical animation slider is zero
Fixed! UE-50832 [CrashReport] UE4Editor_Engine!FSoundConcurrencyManager::RemoveActiveSound() [soundconcurrency.cpp:545]
Fixed! UE-50793 QAGame crashes on android when streaming audio
Fixed! UE-50750 Mac: Audio Loops Stutter Noticeably with New Audio Engine Enabled
Fixed! UE-50734 Sound wave thumbnails don’t redraw after reimport
Fixed! UE-50720 Unplugging audio device while audio is playing causes Games to crash
Fixed! UE-50717 Connecting a child submix that is the same as parent submix stack overflows
Fixed! UE-50581 Crash creating Sound Source Bus after adding Child Submix to Submix Asset
Fixed! UE-50737 [CrashReport] PhysX3PROFILE_x64!physx::Sc::BodySim::activateInteractions() [scbodysim.cpp:496]
Fixed! UE-50736 [CrashReport] UE4Editor_DetailCustomizations!FBodyInstanceCustomization::MarkAllBodiesDefaultCollision() [bodyinstancecustomization.cpp:829]
Fixed! UE-50656 [CrashReport] Access Violation - UModelComponent::GetPhysicsTriMeshData() [modelcomponent.cpp:673]
Fixed! UE-50755 PlatformResultToGenericResult fails to identify Not Found
Fixed! UE-50691 Cannot select Online Linked account in ShooterGame for Switch with Development package
Fixed! UE-50898 Crash during compilation while adding a new C++ class to a project a Code project
Fixed! UE-50853 Loading large packages in a 32-bit build can fail
Fixed! UE-50788 Crash when printing %c on Linux, HTML5, Mac
Fixed! UE-50713 Hot Reload after modifying the constructor in the source file caused instances of class in UE4Editor to lose user code changes in the details panel
Fixed! UE-50617 VSCode: Clean build tasks build SCW prior to the cleaning if SCW executable is not present
Fixed! UE-50616 Crash adding a C++ First Person feature pack to a project
Fixed! UE-50532 Packaging a plugin fails due to VisualStudioCodeSourceCodeAccessor.cpp not including VisualStudioCodeSourceCodeAccessModule.h as the first include
Fixed! UE-50875 #include found after .generated.h file when building UE4Editor
Fixed! UE-50675 Exception when building incrementally from installed build
Fixed! UE-50559 Hot reload can prevent code components from being accessible in blueprints
Fixed! UE-50440 GitHub 4058 : UBT: Fix linking unchanged modules with VS 15.3
Fixed! UE-50859 Crash reporter client failing to compile - ‘ClassToHotReload’: undeclared identifier
Fixed! UE-49656 Match3 renders as a solid color at -on
Fixed! UE-47732 Docs - Tutorials - page not found for sprite doc in 2D Side Scroller Blueprint tutorial
Fixed! UE-50828 Crash removing more indexes from an Instanced Static Mesh loop than the number that exist
Fixed! UE-50738 Many automated tests giving warning “DestroyActor: World has no context!”
Fixed! UE-49774 [CrashReport] UE4Editor_Engine!UWorld::SetActiveLevelCollection() [world.cpp:6248]
Fixed! UE-48692 [CrashReport] UE4Editor_UnrealEd!TArray<TScriptDelegate<FWeakObjectPtr>,FDefaultAllocator>::Find() [array.h:784]
Fixed! UE-50768 Crash closing Parent and Child blueprint after renaming variable
Fixed! UE-50764 Actor Class Reference can take invalid Value, can lead to crash
Fixed! UE-50751 Precomputed visibility for blueprint added components is lost on level reload
Fixed! UE-50703 Crash changing variable type from Object Reference to Actor Soft Object Reference
Fixed! UE-50679 Cook by the Book fails with Nativization enabled
Fixed! UE-50696 Crash occurs when diffing blueprint that has had one of its variables changed to a Soft Object Reference
Fixed! UE-50829 Engine failing to compile - MetalShaderCompiler.cpp
Fixed! UE-50826 Unable to find OBB or store key when packaging for android distribution from Mac
Fixed! UE-50790 iPhone8 and 8+ don’t have device profile cvar settings
Fixed! UE-50731 SunTemple specularity renders too glossy on various Android devices
Fixed! UE-50715 Need to limit use of density in manifest to SDK API 24+ and MinSDK 17+
Fixed! UE-50707 Metal Mobile Renderer remains checked after disabling it in the Project Settings
Fixed! UE-50669 ShooterGame crashes on Nvidia Shield with undefined variable error
Fixed! UE-50668 Rear camera is oriented upside down on Nexus 5X
Fixed! UE-50599 HTML5 Fails to to Firefox: “‘str’ object has no attribute ‘write’”
Fixed! UE-50049 iOS Remote shader compile can’t work because settings aren’t inherited
Fixed! UE-47890 MP4 playback doesn’t resume (from suspend) on iOS11
Fixed! UE-50781 Lightmass crashes when lighting is built with material that has “Cast Shadow as Masked”
Fixed! UE-50658 [CrashReport] Mac Assertion failed: TaskDataArray.Num() == Exporter->VolumetricLightmapTaskGuids.Num()
Fixed! UE-50657 [CrashReport] UE4Editor_Renderer!FSceneRenderer::CreateWholeSceneProjectedShadow() [shadowsetup.cpp:1978]
Fixed! UE-50655 [CrashReport] UE4Editor_Renderer!FProjectedShadowInfo::AddSubjectPrimitive() [shadowsetup.cpp:793]
Fixed! UE-48274 [CrashReport] UE4Editor_Core!FModuleManager::LoadModuleChecked() [modulemanager.cpp:350]
Fixed! UE-44033 GPUSkin cache doesn’t recompute tangents if not using mesh 0
Fixed! UE-50785 Sequencer bindings are broken when scrubbing in Simulate mode
Fixed! UE-50608 Transform track can’t be edited for Spawnable empty actor in Sequencer
Fixed! UE-50501 Error on Attempting to Save Map Containing Actor Sequence Component
Fixed! UE-48923 Animation tracks on a Level Sequence do not play when the skeletal mesh is spawned
Fixed! UE-45752 Actor Sequence Component Not Working While Playing in Standalone
Fixed! UE-50795 Media sample queue API allows usage patterns that can lead to deadlocks or crashes
Fixed! UE-49878 MediaExample_MP4 Continues Playing Loaded Audio After Swiping Off Screen
Fixed! UE-50771 Mac - Toasts hide behind the editor when dismissing the right-click menu in the Content Browser
Fixed! UE-50662 Linux: Crash when Selecting Volume Geometry in Geometry Edit Mode
Fixed! UE-50602 Mac - Content Browser menus are dismissed when using them while toasts are running
Fixed! UE-49835 Linux: Crash handler is crashing
Fixed! UE-49576 Editor grabs focus from behind other application windows
Fixed! UE-4977 Modal Windows don’t block MainFrame menu input
Fixed! UE-50735 GitHub 4076 : Fixed “Project Settings” Crash on Linux Editor
Fixed! UE-50815 Crash occurs in QAGame when selecting Play - QAHUD:: DrawWithBackground()
REMEMBER: Please report any new bugs you find to the UE4 Answerhub in the ‘Bugs Reports’ section.
(How to Report a Bug)
[=“Stephen_Ellis, post:143, topic:100191”]
We have just released Preview 4 for 4.18!
[/]
The Vive still appears to be broken in 4.18 Preview 4 (HMDDevice isn't recognizing the - XR Development - Epic Developer Community Forums)
Don’t suppose someone from Epic can try out the sample project I’ve attached to this bug report that demonstrates the bug. took a look a while ago, but I don’t think he actually tried out the sample project to understand the bug properly and now I think it has been forgotten about.
[=“Stephen_Ellis, post:143, topic:100191”]
UPDATE!
We have just released Preview 4 for 4.18! Thank you for your continued help in testing the 4.18 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.
For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.
Cheers!
Fixed in Preview 4
Fixed! UE-50690 Section highlighting no longer functions on skeletal meshes
Fixed! UE-50664 Content Examples - PhysicalAnimation - Example 1.5 Doesn’t stop moving when physical animation slider is zero
Fixed! UE-50832 [CrashReport] UE4Editor_Engine!FSoundConcurrencyManager::RemoveActiveSound() [soundconcurrency.cpp:545]
Fixed! UE-50793 QAGame crashes on android when streaming audio
Fixed! UE-50750 Mac: Audio Loops Stutter Noticeably with New Audio Engine Enabled
Fixed! UE-50734 Sound wave thumbnails don’t redraw after reimport
Fixed! UE-50720 Unplugging audio device while audio is playing causes Games to crash
Fixed! UE-50717 Connecting a child submix that is the same as parent submix stack overflows
Fixed! UE-50581 Crash creating Sound Source Bus after adding Child Submix to Submix Asset
Fixed! UE-50737 [CrashReport] PhysX3PROFILE_x64!physx::Sc::BodySim::activateInteractions() [scbodysim.cpp:496]
Fixed! UE-50736 [CrashReport] UE4Editor_DetailCustomizations!FBodyInstanceCustomization::MarkAllBodiesDefaultCollision() [bodyinstancecustomization.cpp:829]
Fixed! UE-50656 [CrashReport] Access Violation - UModelComponent::GetPhysicsTriMeshData() [modelcomponent.cpp:673]
Fixed! UE-50755 PlatformResultToGenericResult fails to identify Not Found
Fixed! UE-50691 Cannot select Online Linked account in ShooterGame for Switch with Development package
Fixed! UE-50898 Crash during compilation while adding a new C++ class to a project a Code project
Fixed! UE-50853 Loading large packages in a 32-bit build can fail
Fixed! UE-50788 Crash when printing %c on Linux, HTML5, Mac
Fixed! UE-50713 Hot Reload after modifying the constructor in the source file caused instances of class in UE4Editor to lose user code changes in the details panel
Fixed! UE-50617 VSCode: Clean build tasks build SCW prior to the cleaning if SCW executable is not present
Fixed! UE-50616 Crash adding a C++ First Person feature pack to a project
Fixed! UE-50532 Packaging a plugin fails due to VisualStudioCodeSourceCodeAccessor.cpp not including VisualStudioCodeSourceCodeAccessModule.h as the first include
Fixed! UE-50875 #include found after .generated.h file when building UE4Editor
Fixed! UE-50675 Exception when building incrementally from installed build
Fixed! UE-50559 Hot reload can prevent code components from being accessible in blueprints
Fixed! UE-50440 GitHub 4058 : UBT: Fix linking unchanged modules with VS 15.3
Fixed! UE-50859 Crash reporter client failing to compile - ‘ClassToHotReload’: undeclared identifier
Fixed! UE-49656 Match3 renders as a solid color at -on
Fixed! UE-47732 Docs - Tutorials - page not found for sprite doc in 2D Side Scroller Blueprint tutorial
Fixed! UE-50828 Crash removing more indexes from an Instanced Static Mesh loop than the number that exist
Fixed! UE-50738 Many automated tests giving warning “DestroyActor: World has no context!”
Fixed! UE-49774 [CrashReport] UE4Editor_Engine!UWorld::SetActiveLevelCollection() [world.cpp:6248]
Fixed! UE-48692 [CrashReport] UE4Editor_UnrealEd!TArray<TScriptDelegate<FWeakObjectPtr>,FDefaultAllocator>::Find() [array.h:784]
Fixed! UE-50768 Crash closing Parent and Child blueprint after renaming variable
Fixed! UE-50764 Actor Class Reference can take invalid Value, can lead to crash
Fixed! UE-50751 Precomputed visibility for blueprint added components is lost on level reload
Fixed! UE-50703 Crash changing variable type from Object Reference to Actor Soft Object Reference
Fixed! UE-50679 Cook by the Book fails with Nativization enabled
Fixed! UE-50696 Crash occurs when diffing blueprint that has had one of its variables changed to a Soft Object Reference
Fixed! UE-50829 Engine failing to compile - MetalShaderCompiler.cpp
Fixed! UE-50826 Unable to find OBB or store key when packaging for android distribution from Mac
Fixed! UE-50790 iPhone8 and 8+ don’t have device profile cvar settings
Fixed! UE-50731 SunTemple specularity renders too glossy on various Android devices
Fixed! UE-50715 Need to limit use of density in manifest to SDK API 24+ and MinSDK 17+
Fixed! UE-50707 Metal Mobile Renderer remains checked after disabling it in the Project Settings
Fixed! UE-50669 ShooterGame crashes on Nvidia Shield with undefined variable error
Fixed! UE-50668 Rear camera is oriented upside down on Nexus 5X
Fixed! UE-50599 HTML5 Fails to to Firefox: “‘str’ object has no attribute ‘write’”
Fixed! UE-50049 iOS Remote shader compile can’t work because settings aren’t inherited
Fixed! UE-47890 MP4 playback doesn’t resume (from suspend) on iOS11
Fixed! UE-50781 Lightmass crashes when lighting is built with material that has “Cast Shadow as Masked”
Fixed! UE-50658 [CrashReport] Mac Assertion failed: TaskDataArray.Num() == Exporter->VolumetricLightmapTaskGuids.Num()
Fixed! UE-50657 [CrashReport] UE4Editor_Renderer!FSceneRenderer::CreateWholeSceneProjectedShadow() [shadowsetup.cpp:1978]
Fixed! UE-50655 [CrashReport] UE4Editor_Renderer!FProjectedShadowInfo::AddSubjectPrimitive() [shadowsetup.cpp:793]
Fixed! UE-48274 [CrashReport] UE4Editor_Core!FModuleManager::LoadModuleChecked() [modulemanager.cpp:350]
Fixed! UE-44033 GPUSkin cache doesn’t recompute tangents if not using mesh 0
Fixed! UE-50785 Sequencer bindings are broken when scrubbing in Simulate mode
Fixed! UE-50608 Transform track can’t be edited for Spawnable empty actor in Sequencer
Fixed! UE-50501 Error on Attempting to Save Map Containing Actor Sequence Component
Fixed! UE-48923 Animation tracks on a Level Sequence do not play when the skeletal mesh is spawned
Fixed! UE-45752 Actor Sequence Component Not Working While Playing in Standalone
Fixed! UE-50795 Media sample queue API allows usage patterns that can lead to deadlocks or crashes
Fixed! UE-49878 MediaExample_MP4 Continues Playing Loaded Audio After Swiping Off Screen
Fixed! UE-50771 Mac - Toasts hide behind the editor when dismissing the right-click menu in the Content Browser
Fixed! UE-50662 Linux: Crash when Selecting Volume Geometry in Geometry Edit Mode
Fixed! UE-50602 Mac - Content Browser menus are dismissed when using them while toasts are running
Fixed! UE-49835 Linux: Crash handler is crashing
Fixed! UE-49576 Editor grabs focus from behind other application windows
Fixed! UE-4977 Modal Windows don’t block MainFrame menu input
Fixed! UE-50735 GitHub 4076 : Fixed “Project Settings” Crash on Linux Editor
Fixed! UE-50815 Crash occurs in QAGame when selecting Play - QAHUD:: DrawWithBackground()
REMEMBER: Please report any new bugs you find to the UE4 Answerhub in the ‘Bugs Reports’ section.
(How to Report a Bug)
[/]
I have installed clang from the website. Also including path in environment variable “Please install clang or check configuration clang.executable
”
but still get this error. How to fix?
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…
[=“John_Alcatraz, post:142, topic:100191”]
VXGI is dynamic GI, volumetric lightmaps are something totally different and related to epics baked lighting.
[/]
A movable object get GI information from Volumetric lightmaps cache,**VXGI **ray tracing GI for movable object runtime,So if the environment lighting does’t change,i need to choose **Volumetric lightmaps **not VXGI,am i right?
[=“Buke, post:147, topic:100191”]
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.
[/]
Then why are they using Visual Studio Code. Isn’t it a Microsoft product?
They should have used something like Atom/Sublime right? I didn’t understand your explanation however
Why not update ARKit plugin in 4.18p4? Where is the final offical ARKit Plugin? I mean not the Beta 0.1!
Blueprint ‘GetCurrentFrame’ output nothing at all.
And I never get Anchor object from HitTestAtScreenPosition_Tracking Space, even though ‘Existing Plane Using Extent’ selected and the result type of ‘Existing Plane Using Extent’ got.
Why do people keep expecting this hot reload stuff to magically work? It’s fairly obvious that it can’t work with any moderately complex code, so I never even tried to use it.
[=“Zeblote, post:152, topic:100191”]
Why do people keep expecting this hot reload stuff to magically work? It’s fairly obvious that it can’t work with any moderately complex code, so I never even tried to use it.
[/]
Because it used to work and now it is broken? I would not be so patronizing about others’ simple code which you know nothing about. I already have a secondary custom hot loading dll system that pulls newly compiled video decoder code into the UE render thread. That is how I got proper video synching working in a couple of months where Epic’s developers are still failing in years. You can chose to relaunch the editor and reload 10gb of assets and wait several minutes every time you insert a new field into your actor. I chose to do such “complex” things in seconds as I was able to before they were broken.
[=“, post:149, topic:100191”]
Then why are they using Visual Studio Code. Isn’t it a Microsoft product?
[/]
VS Code is a significant departure from Microsoft tradition. It is open source. The original Visual Studio however is still the most professional development environment available with some of the top C++ developers on it, despite its many flaws. It is still one of the greatests threats to Apple’s platform trying to win over developers.
I am all for VS Code working. But is it working? Is Intellisense as good for simple things like navigating to a definition? Is there Intellisense for HLSL?
Why break existing C++ tools and alienate all these developers before jumping ship to something unachieved and unproven?
[=“Buke, post:147, topic:100191”]
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.
(
[/]
I’ve noticed that as well…long compile times… Hopefully, that will get reviewed / fixed soon. I thought the new header system was supposed to reduce times?
teak
[=“Buke, post:154, topic:100191”]
VS Code is a significant departure from Microsoft tradition. It is open source. The original Visual Studio however is still the most professional development environment available with some of the top C++ developers on it, despite its many flaws. It is still one of the greatests threats to Apple’s platform trying to win over developers.
I am all for VS Code working. But is it working? Is Intellisense as good for simple things like navigating to a definition? Is there Intellisense for HLSL?
Why break existing C++ tools and alienate all these developers before jumping ship to something unachieved and unproven?
[/]
I tried using VSCode some time ago, setting up the vscode settings file with the output of ue4 cmake generator.
It was somewhat faster for browsing code, following a symbol definition worked most of the time, but wasn’t as helpful as VS with Visual Assist X, so in the end was better for browsing but not so good for coding.
In the final release I will try it again, but I don’t think that I would stay. There are some useful vscode features like multiselect and sort lines that are cool, but is hard to beat the VAX refactoring features.
On the other hand, VSCode could be a powerful IDE for people working with UE4 on linux
[=“Matt_GrooveJones, post:144, topic:100191”]
The Vive still appears to be broken in 4.18 Preview 4 (HMDDevice isn't recognizing the - XR Development - Epic Developer Community Forums)
[/]
If anyone else is still having this issue, check that your SteamVR is up to date. Only the very latest version (1.50) works with Preview 4, so if you’ve missed an update it won’t recognize the headset.
I am glad somebody found you a solution about the Vive and the driver.
Here is a quick workaround for avoiding the new 4.18 Editor Freeze with “Updating References” when editing Levels that are referenced by 2 other Levels, Sequences or other assets.
Instead of Deleting an Actor and triggering the Freeze, you can quickly drag it into any Sequence, “Convert to Spawnable”, and delete it there! This uses one Bug to avoid another Bug. The new Soft/Cross Level Reference enforcement system in 4.18 is broken. It is triggered every time you Delete, Rename or Cut an Actor in a Level that is referenced by 2 other external assets. It is triggered even if you abort the dialog about reference updates, leading to an Editor Freeze and requiring a Force Close and lost work. The new trigger is supposed to update the external Soft References to the new name or deletion, but instead hangs when it encounters 2 of them. However, the Sequencer “Convert to Spawnable” has not yet implemented this trigger when it removes the actor, which is finally a useful bug!
Unfortunately, for Renaming the Actors, you have to resort to much slower Renaming the Referenced Level so it temporarily escapes this broken new system. You have to be careful Not to Save all the assets that will now get dirtied and updated with the new Level name. After your edits, you can save the edited Level, and be sure to use “Fix up Redirectors in Folder” in its folder, because there is a hidden link asset there now with the old name, and this will remove it. Then, you can rename it back to the old name. You can either Restart the Editor, or Asset Actions/Reload to restore all the dirtied assets from the temporary name.
It’s all a big colossal mess, but such seems to be the future of Unreal development while a better engine comes along…
AnswerHub has been no help whatsoever, just the usual deflection and ignorance even with simple clean steps and proven project samples. It looks like Epic is intent on another “Final” release while pretending to care about developers and bug reports. I can describe a dozen more bugs in detail and setup demo projects. But really, there is no point to the effort.
Apologies if this is the wrong place to ask, but has anyone figured out how to get the iPhone’s camera feed without going through the ARKit plugin? ARKit comes bundled with a bunch of other functionality (mainly, the camera movement) that I can’t overwrite and ruins what I’m trying to accomplish, and I can’t figure out how to pick it apart to get at just the camera. Does anyone have any ideas? It obviously should be somehow possible, since ARKit does it…