[=jeffmorris;58872]
I tried going to “UE4Root\Engine\Binaries\Win64” and executing “UE4Editor.exe” but this executes the Launcher after executing “UE4Editor.exe”. I can’t find out which version of “UE4Editor.exe” after “Unreal Engine Browser” window comes up and the vehicle templates are not on “New Project” list.
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For the vehicle template to work, I think you need the specific engine version (was it the 4.2 preview?) installed. So as long as you already have the template downloaded, just launch the editor (by either creating a new project or opening an existing 4.2 project) and open it from there.
Ah, gotcha. I just re-read the first post. The vehicle template will be available when 4.2 actually launches, which should be early June per another thread.
[=jeffmorris;58872]
I tried going to “UE4Root\Engine\Binaries\Win64” and executing “UE4Editor.exe” but this executes the Launcher after executing “UE4Editor.exe”. I can’t find out which version of “UE4Editor.exe” after “Unreal Engine Browser” window comes up and the vehicle templates are not on “New Project” list.
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Hi
I just wanted to clarify what happens when you run the Editor binary directly (you may have already figured this out, but for future readers of this thread this may be helpful). When you run UE4Editor.exe, you will end up seeing both the Launcher as well as an Editor Project Browser window. You can minimize, or even close, the Launcher if you wish (since I am frequently starting and shutting down the Editor, I normally just minimize the Launcher the first time). The Editor will be the version of UE4Editor.exe that you have compiled (in your case, 4.2). Since 4.2 has not officially launched yet, the Launcher will not show that version as an option. That is normal. Once you open a project in the Editor, you can go to Help -> About Unreal Editor… to see the actual version you are using (which will be 4.2.0 for you).
[=jeffmorris;59436]
I thought that someone forgot to include the vehicle templates in the Required_3of3. file. Help -> About Unreal Editor showed 4.2.0.
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These will not probably show up until release, or at best (if they decide to) until RC0. The binaries have (the require 1-3 files) only have been updated so that the engine can run. None of the samples/templates have been updated for 4.2. Thats why that was recently updated with achievements/admob support won’t show up for a little while longer
[=.manuszewski;59229]
Oh, in that case could you send me the editor logs when that happens (make sure you exit the editor before sending them though)?
PM’d details.
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Ok, so it’s a different error that I thought (not related to ScriptPlugin). UnrealAutomationTool is unable to load pre-compiled script assemblies.
[2014.05.22-18.34.48:417][365]LogPlayLevel:Display: Program.Main: ERROR: Exception in AutomationTool: Failed to load script DLL: C:\PROJECTS\UNREAL\ENGINE\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll: assembly 'AutomationScripts.Automation, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null'. (HRESULT: 0x80131515)
[2014.05.22-18.34.48:417][365]LogPlayLevel:Display: Stacktrace: em AutomationTool.ScriptCompiler.LoadPreCompiledScriptAssemblies(List`1 OutScriptAssemblies)
[2014.05.22-18.34.48:417][365]LogPlayLevel:Display: em AutomationTool.ScriptCompiler.FindAndCompileAllScripts(List`1 AdditionalScriptsFolders)
[2014.05.22-18.34.48:417][365]LogPlayLevel:Display: em AutomationTool.Automation.Process(String] CommandLine)
[2014.05.22-18.34.48:417][365]LogPlayLevel:Display: em AutomationTool.Program.MainProc(Object Param)
[2014.05.22-18.34.48:417][365]LogPlayLevel:Display: em AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
[2014.05.22-18.34.48:417][365]LogPlayLevel:Display: em AutomationTool.Program.Main()
[2014.05.22-18.34.48:417][365]LogPlayLevel:Display: Program.Main: ERROR: Failed to load script DLL: C:\PROJECTS\UNREAL\ENGINE\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll: assembly 'AutomationScripts.Automation, Version=4.0.0.0, Culture=neutral, PublicKeyToken=null'. (HRESULT: 0x80131515)
I suggest rebuilding AutomationTool, AutomationToolLauncher and all Automation script projects (they’re all located under Programs folder in the UE4.sln and after rebuilding AutomationTool you can just right-click on the Automation folder and click Build to build all projects in there)
[=Kraken Games;58741]
As far as I know the Launcher does not recognize the source code versions of UE4 (Never used the Launcher, so don’t take my word for it). However, you can run the editor by going to “UE4Root\Engine\Binaries\Win64” and execute UE4Editor.exe.
Cheers
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This is something we ought to improve. I started an internal thread about it as ideally the flows would be more similar / converge.
Will be there some kind of vehicle destruction example on the vehicle game sample?
I think someone asked about that on the stream, but Im not that good listening to english and Im not sure about that, but would be nice atleast one piece to broke up when you crash your vehicle agaisnt a wall…
[=Nesjett;63956]
Will be there some kind of vehicle destruction example on the vehicle game sample?
I think someone asked about that on the stream, but Im not that good listening to english and Im not sure about that, but would be nice atleast one piece to broke up when you crash your vehicle agaisnt a wall…
anyway great work
cheers
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According to the stream there wont be a destructible car sample, but it will be doable if you want to make something like that yourself.
The blueprint math expressions node seems bugged on the latest 4.2 build.
In 4.1.1 you can add variables and choose different types like vector’s, but currently in 4.2 that stuff does not appear to be working. As the drop down menu for type selection does not change the type it remains a float.
Both versions have a rename param issue where changing the variables name does not update the expression string or at least keep a visible mapping between a friendly variable name and the expression.
Lastly the math expression’s node’s name and expression string are mapped to the same string, which prevents friendly naming of complex expressions.
[=Goldfinger;65982]
The blueprint math expressions node seems bugged on the latest 4.2 build.
In 4.1.1 you can add variables and choose different types like vector’s, but currently in 4.2 that stuff does not appear to be working. As the drop down menu for type selection does not change the type it remains a float.
Both versions have a rename param issue where changing the variables name does not update the expression string or at least keep a visible mapping between a friendly variable name and the expression.
Lastly the math expression’s node’s name and expression string are mapped to the same string, which prevents friendly naming of complex expressions.
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That’s a big one. Be sure to post this on Answerhub so they can add it to the list of bugs to fix before 4.2 goes live.
[=;65496]
Did you guys manage to hit your target of 6/2 on the bug burndown chart? If not, are you aiming for later this week?
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Folks were in this weekend to squash the last bugs, but we weren’t able to hit them all in time. The last status I saw was 8 hours ago (12:40 AM local time ET) and it said:
Update on our 4.2 blockers…
TTP# 337477: P4: Android: Launch on fails due to ScriptGeneratorPlugin
o Deleted AutomationToolScripts in P4 to see if builder properly recompiles files and checks them back in.
o Unable to repro on the latest P4 build. NickBB checking tomorrow with other testers to verify.
o Think this might be caused by AutomationTool.exe trying to recompile itself if it thinks it’s out of date (compared to other file dependencies) and then doesn’t recompile plugins. Will be checking a couple test cases tomorrow to see if this is true.
TTP# 337507: P4: iOS: StrategyGame fails to “launch on” (failed to find device)
o Still investigating and no real leads. Think it’s an xcode related error. Investigating more tomorrow.
TTP# 337443: BINARY: iOS: StrategyGame fails to “launch on” (can’t find manifest)
o Potential fix checked in where stub file is pulled out of manifest. Being rechecked tomorrow to see if this fixes the issue. Might be some fallout.
Any time now right ?!
I want the stable release because i need to do stuff with it and not only to try stuff .
As this graph says : &d=1400799301
We are very close !
[=;66219]
Any time now right ?!
I want the stable release because i need to do stuff with it and not only to try stuff .
As this graph says : &d=1400799301
We are very close !
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Information doesn’t get any better than what kindly posted above. There really isn’t much more they can give us per a timetable short of installing cameras over the relevant workstations and having us view the code fixing in real time. :o Patience, it’s coming!