it is not doing that to me.
A. 4.25 Source Code ( not Plus) wont compile solution. Any idea? Thank you!
edit : copying SessionService.h from 4.24 will build source with some errors, but at least editor this time will launch
B. Also iOS Remote Build wonât complete on binary 4.25
Working fine so far , problems with depth of field artifacts , but that was mentioned earlier and will be fixed with 4.26 , did you check your hair width ?
Yes, thanks, it was set to 100 for some reason. Maybe the default value in the groom asset made in a preview build had the wrong value (clicking the yellow arrow resets it to 100)
Cant change Material for Hair Groom asset. Stuck to the HairDefaultMaterial
If anyone is having issues with Visual Studio 2019 and C++ projects not loading properly, if you run âGenerate Visual Studio Project Filesâ and relaunch Visual Studio the project will load correctly. Unfortunately i have to do this after each new C++ Component is added but at least it works.
It was a launcher error somehow, it had an update right after that which fixed it. I should have edited the original post.
So whatâs the new variable type âProperty Referenceâ? Any ideas?
4.25.1 will have SetupAndroid change to remove lldb;3.1 and it should be on GitHub soon. It looks like it was just recently removed from the packages available. We were installing it to make it easier for Android Studio native debugging since it didnât work if not installed.
The seed value in the procedural foliage produces a different result in 4.25 than it did in 4.24. In the patch notes there is a bug fix that states:
â**Bug Fix: **Implemented a faster version of FRandomStream::GetFraction that doesnât require a type conversion to integer and back to float. This fix affects any use of FRandomStream::GetFraction, which will now return a different value for the same seed.â
I am not sure if this affects the procedural foliage tool or not. Would any one know if there is a way to convert old seed value I had in 4.24 for a new seed value in 4.25 that would produce the same results?
Thanks for the update ! Do you know if there is an alternative package to do native debugging?
In a DataAssetâs PreEditChange(FProperty * PropertyAboutToChange)
Is it possible to retrieve the VALUE of this property somehow?
I tried everything I could think of.
You need to enable Use With Hair Strands in the flags to be able to apply it as a material. It is a bit weird though, normally with other types of materials it applies the material and just changes the flag for you.
On a project ported from 4.23 to 4.25.0, on Oculus Quest when loading a map, Iâve got the following ensure condition failing:
if (PrimitiveSceneInfo->NeedsReflectionCaptureUpdate())
{
// mobile should not have any outstanding reflection capture update requests at this point
**ensure(Scene->GetShadingPath() != EShadingPath::Mobile);
...]**
Itâs in Renderer/Private/SceneVisibility.cpp:2098, inside the ComputeRelevance() method.
Does anyone have an idea what could be causing this in my project/map? Or is it an engine bug? Thanks for your help
Update: Itâs happening on a specific map, trying to see what in it could be the cause of this.
Chaos update:
Test:
Using source build, drag cube in above floor, create collection, uniform fracture with default settings, press play in viewport:
Results:
4.23.1 worked as illustrated in Youtube videos.
4.24.1-3 cube would immediately fracture upon play before hitting floor.
4.25.0 cube does not fracture immediately, falls to a point about 1/2 meter above floor, fractures and moves to one direction as if there is wind blowing pieces, or hit fractured at a vertex point.
Yeah, annoying that itâs not setting it automatically for hair. Will hopefully be fixed soon.
Landscape surface normals are broken. Doesnât look smooth when sculpted with reflective material applied. Reported.
Is that with or without raytracing?