Fix didn’t get to this patch
At least, teams using custom engine can integrate fix…
.com/EpicGames/UnrealEngine/commit/48e259b3d49d740a38ecd4f33f6718b900fc84fb
Fix didn’t get to this patch
At least, teams using custom engine can integrate fix…
.com/EpicGames/UnrealEngine/commit/48e259b3d49d740a38ecd4f33f6718b900fc84fb
Fix project files generation of VS 2017, VS Code and CLION for Windows.
.com/CriDos/UnrealEngi…0.2_hotfix_ide
.com/CriDos/UnrealEngi…0.2_hotfix_ide
Generated includes not showing up in VS is not just a cosmetic issue. If you have any codebase of non-trivial complexity and size then this “issue” is a real drag on the development cycle. I hope epic would prioritize getting this fix out quickly.
I completely agree. This is getting ridiculous; I can’t believe Epic is treating this as such a small problem.
This works perfectly, thanks so much for posting this, I appreciate it!!!
Edit: Now that I have actually been able to use CLion, I gotta say, using it with Unreal is super awesome…the code inspections are great. It already pointed out a couple things I never saw that Visual Studio never said a word about.
I’m having a widget bug in 4.20.2. It seems to be a regression from 4.19, and I cannot reproduce it using a small project, so I’m posting it here: Alignment of custom widget blueprints within custom widget blueprints is often broken on Linux (as well as on Android). All is fine on Windows and in the editor preview, but Linux/Android align some widget menus completely false.
I’ve spent several hours trying to find out which specific alignment/whatever is causing this bug, but this is a very tedious task, as it takes forever to deploy on Linux or Android from a Windows dev PC. Invalidating etc. the widgets does not seem to help.
So basically, complex widget combinations are broken on Linux and Android.
But I have found a workaround: Add widget to viewport, remove from viewport, add to viewport again:
Afterwards widgets are properly aligned on Linux.
I am experiencing a bug in 4.20.2 (and since the launcher release of 4.20) where paper2D sprites will not render in VR correctly. They will only render in the left Eye. This has been an issue in previous engine versions but has worked correctly if using translucent materials.
In UE4.20 it doesn’t seem possible to render Paper2d flipbooks in VR with instanced stereo enabled. Only the left eye is rendered, even if using the opaque, masked or translucent material domains.
Is this a known issue? A search has come up empty. I have filed a bug report.
You still have to post it using bug report form.
Dear Epic ( @Amanda.Bott @Kalvothe ), any ETA on a fix for Unreal Engine Issues and Bug Tracker (UE-62310) (and 4.20.3 release) ?
We do not have an exact date for 4.20.3 at this time.
So glad there is finally an area light!
Why is sample rate private?
“error C2248: ‘USoundWave::SampleRate’: cannot access protected member declared in class ‘USoundWave’”
How/why/wut, I don’t know how to set the sample rate now!
What about SetSampleRate() method in USoundWave?
Thanks!! <3
any idea when all the intellisense issues with 4.20 will be fixed? I was told 4.20 introduced many issues with intellisense…For example…
"DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnOpenRequest);
UPROPERTY(BlueprintAssignable)
FOnOpenRequest OnOpenRequest;
"
OnOpenRequest wont show up in autocomplete/ intellisense in visual studio.
Have a pretty big issue with large worlds and the directional light not casting any shadows past a certain point in 4.20. 4.19 did not have this issue > Directional Light not Casting Shadows on Large worlds past a certain point in 4.20 - Rendering - Unreal Engine Forums
File official bug report using official bug report form.
Has anyone found a way to create a location event at the end of a loop. The old way of using a death event doesnt seem to be present in the niagara setup. It would be pretty beneficial be able to add an emmiter in the same place as the last particle in the previous emmiter. Alas no one has posted documentation on that just yet
any help would be greatly appreciated
nm i think i just needed to regenerate the visual studio project files
Hi.
I encountered the following issue:
When I’m packaging the game for IOS in Shipping from Editor and I have the “Support bitcode in Shipping” option enabled the build fails with the following error:
ld: bitcode bundle could not be generated because '/Users/user/UE4/Builds/SKU1112/D/Engines/UE4/UE_4.20/Engine/Source/ThirdParty/mtlpp/mtlpp-master-7efad47/lib/IOS/libmtlpps.a(command_buffer_fence.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build
file '/Users/user/UE4/Builds/SKU1112/D/Engines/UE4/UE_4.20/Engine/Source/ThirdParty/mtlpp/mtlpp-master-7efad47/lib/IOS/libmtlpps.a' for architecture arm64
I’m building on Windows with configured remote Mac. When the bitcode option is disabled everything works fine.
It seems the thirdparty has been built without bitcode support. I’d be nice to get this file to be able to build with the bitcode