Android x64 builds crash after the splash screen in FICUInternationalization::InitializeTimeZone().
Using the 4.19 branch built from source (only to enable x64 abi)
Did you happen to report it via AH and new bug submission form? If not, no one will look at it and fix it.
The download size is smaller than if you were to download from scratch…
Who can provide a MayaLiveLinkPlugin2016(2017).mll download? I can not build it myself. Thankyou
Is there any news at all on Geometry 2.0? It’s disappeared from the Trello timeline as far as I can see, and now all the devs who were working on in-editor BSP/Mesh solutions have stopped because they thought they were getting one-upped by Epic.
How are we supposed to whitebox levels with BSPs that have regressions against UE1 behavior?
Can someone please address the issue in some kind of official capacity so at least we have some resolution?
You can’t just ignore tech debt, homeys. Replacing it with a new feature only works if you keep the customers aware of what’s going on. I love you guys, and I’m sure you’re talking about it internally, but we on the outside would love some clarity.
Even showing us a new level design workflow that DIDN’T involve BSPs would be fine. As of now, they’re the classic way to accomplish rapid whiteboxing, and they’re unusable beyond axis-aligned shapes.
I am gonna address it in an unofficial capacity - get Mesh Tool in Code Plugins - UE Marketplace and be happy
I tried to compile but did not succeed. Where does this maya lib need to be?
Any ETA on 4.19 release date??
Can you ever fix this bug?
Not in 4.19… 4.20 is listed as target version. Welcome to mobile VR development world I wonder if Oculus branch will have a fix for 4.19.
Why they can’t fix this bug for so long time?
It’s simply not high priority. There’s thousands of other bugs to fix too.
There are two mesh editors for UE4 being sold and updated on the marketplace.
Saying that there are some paid solutions for something that is horribly out of date is not a valid argument.
While it may be a solution for some people, there are many that don’t have the money to buy them or are restricted to editor only!
In that case, Epic should at least update the BSP/Geometry system to a more modern solution.
Lol, and is that a valid argument? If one can’t afford something, one needs to learn to live without it.
Probably the week of GDC is my big guess.
Bumping this up. For an AR project, we need vertical plane detection so we would appreciate an update on this. We want to use UE4 but if this feature is not coming in 4.19 (or some other way soon) we might have to (reluctantly) go with Unity.
I just tested the Oculus 4.19 branch and the same problem
I also reported it to Oculus here:
Would be a real pity if 4.19 ends up un-usable for GearVR like 4.17 was
That’s quite wild guess, I’d say. It would be 2 months in Preview, it never happened
There’s a new preview version every week. And there are usually 3-5 previews before final release. 4.19 is in preview for a month already and very little happened on its GitHub branch in last days. It would be no surprise, if they’d push release on this Tuesday/Wednesday. If not and there will be no new commits this week - 4.19 will be released next week.
This process is so predictable they could describe in some FAQ
GDC is a month away. 4.19 will be old news by then and there’s no point in waiting with release for conference.
Unreal’s show will be probably a mix of unfinished stuff like Niagara, editing meshes in engine, some shiny “enterprise” features. And regular showcases/lectures on already available features.
I upgraded from 4.19 preview 0 to 4.19 preview 4 and now crash when running commandlets inside of UEngine::UpdateDynamicResolutionStatus() due to a nullreference of DynamicResolutionState.