[USER=“36033”] J[/USER] In Microsoft Windows 10 Version 1709 (OS Build 16299.309) UnrealBuildTool.exe is quarantined by Windows Defender. I’ve submitted a bug report just now via Bug Submission Form.
Desired behavior. It has been moved from what i see too: “PlayerNamePrivate”
which is replicated using an onrep.
You can “SetPlayerName” and “GetPlayerName” on the player state, should give you what you crave…
For me, this is also happening in a packaged dev build.
I have quite bad LOD issues on a landscape (new landscape lod features.)
If anyone can weigh in on this if im doing something wrong would be greatly appreciated!
Thanks!
https://answers.unrealengine.com/questions/769178/419-landscape-collision-and-lods.html
Good to know I’m not the only one having this issue, the player name should replicated i would report that as a bug.
I will have to package a build to test that ill report back when i get around to it.
Hi, Is there any doc about this feature? or How can I enable it?
Thanks!
For anyone having an issue with the missing Engine\Extras\MayaLiveLink folder, this is currently slotted to be resolved in the next hotfix.
In the meantime, you can find the files at this link: Download Link
Let me know if you run into any other issues with the Live Link Plugin.
Thanks for providing this quick workaround!
Can we expect CLion project files generation fix in next hotfix?
Thanks for the LinkSean!!! We’ll test it out.
Any info on the missing “lightAsIfStatic” checkbox, and whether LightMapType has some documentation if it is a replacement?
No problem, hope it helps.
Have you already submitted a bug to us using the form? If you haven’t already, please do so. This is the best way for us to investigate these types of issues. It would be great if you could provide the differences in behavior between 4.18 and 4.19 and as much additional information as possible so we can make sure we’re on the same page when attempting to reproduce and log the issue.
Thanks
Just wondering… Few versions ago (around 4.14) there was an issue regarding Replication time being slow. It used to be around 1-3 ticks and after 4.15 it was being replicated after 30+ ticks. I could see a report log and it says the target fix was for 4.19. Was this fixed on this release or will possibly be fixed in 4.19 but in a future version update?
Regards!
Hi @Namesis ,
Do you happen to have a link to the ticket on our public tracker that you could point me to, or an Answerhub post that mentions the report so I can follow up?
Hi! I think I found it after googling a while. I just noticed you answered aswell and it says fixed on the log (?). However here is the answerhub link and the report. I guess it should be working now
Answerhub
Log
Yeah if the public tracker lists the resolution as “Fixed” then it should be working in whatever the “Fix Version” is (4.19 in this case).
~ Critical Bug, Need Hotfix ~
Per Poly Collision of Skeletal Meshes Not Animating in 4.19
Per Poly collision of skeletal meshes is staying in reference pose, collision is not animating at all.
**This is a huge issue, I hope this can be hot fixed?
I will have to revert to 4.18 if it can’t be hot fixed…**
Is there some new step required to ensure that per poly collision updates to animated position?
Is there an engine code fix I can implement?
This is a new bug in 4.19**, in 4.18 the collision animates properly.**
I already submitted to bug tracker
Answerhub
https://answers.unrealengine.com/que…-skeletal.html
Rama
Issues/improvements for UVOIPTalker:
-
It uses a global map keyed on net id instead of having one map per game instance (or a compound key that distinguishes game instances). This means if you run several multiplayer preview instances VOIPTalkers will clash and overwrite each other in the global map. As long as you only do two instances you should be ok since you will likely exclude your own local player anyway, but when you get to three instances the keys will start clashing.
-
One net id maps to one UVOIPTalker, but it could be better for it to map to an array of UVOIPTalkers so that you could have spatialized all the time near a player, but also support team radio at the same time. So the player could be heard through a team radio but also heard spatialized in the world. Nearby enemy players could then overhear partial communications.
If you have Background blur in your widgets in 4.18 and open the project in 4.19. I get this error, doesn’t seem to break anything, just gives the error:
LogRHI: Error: GetAndOrCreateGraphicsPipelineState RenderTarget check failed with: 928 !
Changing blur strength in the widget to 0 gets rid of the error…and the blur. Not really sure why or what the problem is. Even with the error the blur functions fine. The error isn’t much detail to go off of so I dont know where to really look for the cause . What does the “928” reference? Donno if its a bug or something with my project settings, but wasn’t giving the error in 4.18
“Engine\Source\Programs\MayaLiveLinkPlugin folder”
the folder is no there . where can I find the MayaLiveLinkPlugin bin? thankyou
[USER=“160394”] L[/USER] @Raildex_ I’m also experiencing that issue.
I’ve noticed it happens when console keyboard shortcut is set to any secondary accent char (Windows idiom + keyboard layout with accents). Usually when we use those keys to open consoles it’ll place a solo accent like ’ or ~ right before the first character you try to type on textbox because they’re secondary chars and they’ll wait for your second keystroke to appear. In 4.19 though the editor will crash on the second stroke after opening the console.
A workaround is to set the console box to open with a non-secondary key like = or ]…