Hi, download the source code in the github branch 4.27 and build the source with visual studio.
Re Collaborative Viewer Template Improvements:
- Multi-scale support
What does multi-scale support mean? Any place I can find more information?
Seems to be some issues randomly with files inside projects.
In my case, I have found Blueprint compile error at starting of editor, for Collaborative Projects, cannot focus why itâs not possible to save new fixes on that files, that remain corruptedâŚ
Plugin working:
- Cesium (Github)
- Path Follow
- Pivot Tool
- Html viewer (for pdf rendering)
hello. does anyone know where i can find documentation or video instructions for 4.27 nDisplay set up?
There are a few issues to be worked through with the re-write of pixel streaming, Iâve reported several but in case anyone having issues testing on iOS here is hacky workaround for now.
I consistently get an error âPixelStreamer: Error: Failed to set local description: Failed to set local answer sdp: Failed to set local video description recv parameters.â
after a bit of digging it looks to be related to how the code is processing the sdp offer attribute a=sendrecv when set on iOS. Browsers look to set this as a=recvonly where it works.
This needs fixing in the code having a poke about at the moment as it should work with sendrecv and did before but as a workaround you can add this to the new webRtcPlayer.js file to at least start testing.
handleCreateOffer = function (pc) {
pc.createOffer(self.sdpConstraints).then(function (offer) {
pc.setLocalDescription(offer);
if (self.onWebRtcOffer) {
// (andriy): increase start bitrate from 300 kbps to 20 mbps and max bitrate from 2.5 mbps to 100 mbps
// (100 mbps means we don't restrict encoder at all)
// after we `setLocalDescription` because other browsers are not c happy to see google-specific config
offer.sdp = offer.sdp.replace(/(a=fmtp:\d+ .*level-asymmetry-allowed=.*)\r\n/gm, "$1;x-google-start-bitrate=10000;x-google-max-bitrate=100000\r\n");
//workaround
offer.sdp = offer.sdp.replace(/sendrecv/gm, 'recvonly');
//workaround
//offer.sdp = offer.sdp.replace("http://www.webrtc.org/experiments/rtp-hdrext/playout-delay", "http://www.webrtc.org/experiments/rtp-hdrext/playout-delay 0 0\r\na=name:playout-delay");
self.onWebRtcOffer(offer);
}
},
function () { console.warn("Couldn't create offer") });
}
There are other issues, the main one being having multiple clients connected can cause the encoder to keep allocating backbuffers is some sort of race condition which does not end well
[2021.06.13-17.18.36:925][822]PixelStreamer: 3323 backbuffers currently allocated
and crashes to desktop (also reported) so be careful testing with multiple clients until that gets fixed as well.
Got an issue cross-compiling to linux with SteamVR in the 4.27p1 rocket build which was working in 4.26.2. I have tried to change the relevant build.cs files and the uplugin to get it to work but no luck; Windows works perfectly fine.
LinuxToolChain.PrintBuildDetails: ------- Build details --------
LinuxToolChain.PrintBuildDetails: Using toolchain located at 'C:/UnrealToolchains/v18_clang-11.0.1-centos7/x86_64-unknown-linux-gnu'.
LinuxToolChain.PrintBuildDetails: Using clang (C:/UnrealToolchains/v18_clang-11.0.1-centos7/x86_64-unknown-linux-gnu\bin\clang++.exe) version '11.0.1' (string), 11 (major), 0 (minor), 1 (patch)
LinuxToolChain.PrintBuildDetails: Using bundled libc++ standard C++ library.
LinuxToolChain.PrintBuildDetails: Using lld linker
LinuxToolChain.PrintBuildDetails: Using llvm-ar : C:/UnrealToolchains/v18_clang-11.0.1-centos7/x86_64-unknown-linux-gnu\bin/llvm-ar.exe
LinuxToolChain.PrintBuildDetails: Using old way to relink circularly dependent libraries (with a FixDeps step).
LinuxToolChain.PrintBuildDetails: ------------------------------
UnrealBuildTool.Main: ERROR: Missing precompiled manifest for 'SteamVRInput'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamVRInput.build.cs to override.
UnrealBuildTool.Main: BuildException: Missing precompiled manifest for 'SteamVRInput'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamVRInput.build.cs to override.
UnrealBuildTool.Main: at UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List`1 SpecificFilesToCompile, ISourceFileWorkingSet WorkingSet, IActionGraphBuilder Graph) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModuleCPP.cs:line 321
UnrealBuildTool.Main: at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List`1 SpecificFilesToCompile, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, IActionGraphBuilder Graph) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 723
UnrealBuildTool.Main: at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List`1 SpecificFilesToCompile, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, IActionGraphBuilder Graph) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 186
UnrealBuildTool.Main: at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, Boolean bIsAssemblingBuild, List`1 SpecificFilesToCompile) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1776
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 617
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 257
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 226
UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 557
Timeline.Print: Timeline:
Timeline.Print:
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.000](+0.029) <unknown>
Timeline.Print: [ 0.029](+0.004) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.034](+0.313) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.347](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.347](+0.091) UEBuildPlatform.RegisterPlatforms()
Timeline.Print: 0.349 [ 0.001](+0.050) Initializing InstalledPlatformInfo
Timeline.Print: 0.399 [ 0.051](+0.000) Querying types
Timeline.Print: 0.401 [ 0.053](+0.002) MacPlatformFactory
Timeline.Print: 0.404 [ 0.056](+0.000) TVOSPlatformFactory
Timeline.Print: 0.404 [ 0.056](+0.027) AndroidPlatformFactory
Timeline.Print: 0.431 [ 0.083](+0.000) HoloLensPlatformFactory
Timeline.Print: 0.432 [ 0.084](+0.000) IOSPlatformFactory
Timeline.Print: 0.432 [ 0.084](+0.004) LinuxPlatformFactory
Timeline.Print: 0.436 [ 0.089](+0.000) LuminPlatformFactory
Timeline.Print: 0.437 [ 0.089](+0.001) WindowsPlatformFactory
Timeline.Print: [ 0.446](+0.016) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.462](+0.092) <unknown>
Timeline.Print: [ 0.554](+0.817) UEBuildTarget.Create()
Timeline.Print: 0.559 [ 0.004](+0.239) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print: 0.559 0.004 [ 0.000](+0.125) <unknown>
Timeline.Print: 0.685 0.130 [ 0.125](+0.024) Finding engine modules
Timeline.Print: 0.710 0.155 [ 0.150](+0.005) Finding plugin modules
Timeline.Print: 0.715 0.160 [ 0.155](+0.067) <unknown>
Timeline.Print: 0.783 0.228 [ 0.223](+0.004) Finding program modules
Timeline.Print: 0.788 0.233 [ 0.228](+0.002) Finding program targets
Timeline.Print: 0.799 [ 0.244](+0.055) RulesAssembly.CreateTargetRules()
Timeline.Print: 0.854 [ 0.299](+0.034) <unknown>
Timeline.Print: 0.889 [ 0.334](+0.064) UEBuildTarget constructor
Timeline.Print: 0.896 0.341 [ 0.007](+0.054) Reading source file metadata cache
Timeline.Print: 0.953 [ 0.398](+0.418) UEBuildTarget.PreBuildSetup()
Timeline.Print: [ 1.376](+1.533) UEBuildTarget.Build()
Timeline.Print: 1.376 [ 0.000](+1.207) <unknown>
Timeline.Print: 2.583 [ 1.207](+0.036) ExternalExecution.SetupUObjectModules()
Timeline.Print: 2.640 [ 1.263](+0.004) ExternalExecution.UpdateDirectoryTimestamps()
Timeline.Print: 2.659 [ 1.282](+0.250) UEBuildBinary.Build()
Timeline.Print: [ 2.924](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: [ 2.927]
Hey everyone, Raytraced Translucency is totally broken in 4.27 Preview 1.
Here is a comparison between 4.26 and 4.27:
can you share your material setup for the glass? I would be interested to see how you set up your refraction ior, specualr, etc.
Are you using refraction for the ior instead of specular in your materials?
UPDATE!
We have just released Preview 2 for 4.27! Thank you for your continued help in testing the 4.27 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.
For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.
Cheers!
Fixed in Preview 2
Issue | Summary |
---|---|
UE-112064 | Set fixed bounds option on the dropdown does not work on system bounds |
UE-112063 | Set Fixed Bounds in emitter asset only works if the emitter was selected beforehand |
UE-117196 | Curve with Material type is displayed in Anim Curves panel when âMaterialâ checkbox is unchecked |
UE-116024 | ChaosDestructionDemo does not have Chaos enabled by default |
UE-110119 | Enable output velocity on translucent material causes D3D12 assert with -d3ddebug |
UE-115976 | DatasmithRhinoExporter - DatasmithDirectLinkConnections command not working on Mac |
UE-117340 | Lens Distortion - Crash if user try to reset to Default the Target camera component with Lens file enable |
UE-117263 | Samples Compat - Virtual Camera - Packaged game places player underneath the ground |
UE-117301 | Offset character when exporting FBX out of a Subscene via Python |
UE-116820 | nDisplay Screens change shape when modifying Outer Screen Percentage |
UE-117430 | Import JT file failed |
UE-114112 | Change Niagara Script Source Filtersâ visuals to match the Content Browser filters |
UE-115180 | GitHub 7901 : Fixed Lightmap Density view mode crash when using tessellation |
UE-113915 | Lens Distortion: Setting an overscan FOV on a cine camera can result in a focal length that is below the minimum (4mm) |
UE-117470 | DatasmithCSharpFacade does not compile on build using < .NET 4.5 |
UE-117483 | //UE4/Release-4.27 Compile error in RemoteControlField.cpop |
UE-117001 | Web Remote API - Specific parameters can not be rebind |
UE-116881 | Remote Control Preset - Changing exposed function parameter type crashes |
UE-116839 | Remote Control API - Canât set string parameter of a function in a preset |
UE-116279 | Spawning web app from remote control preset doesnât use current preset |
UE-116985 | Web Remote Control API - Backward compatibility issues with 4.26 assets |
UE-109409 | ReadBackTexture could be released in GameThread |
UE-113854 | Enabling Apple.InstrumentsEvents crashes the engine |
UE-96587 | GitHub 7248 : TSampleBuffer multi channel bug fix. |
UE-117140 | Applying changes to parameter definitions assets recompiles all scripts |
UE-116448 | [Audio Bus][Tool Tip] - Audio Bus Channels Tool Tip refers to Source Bus instead of Audio Bus |
UE-113980 | DS Materials: [M_StdEmissive] Does no longer handle opacity mask since 2020.1 |
UE-116784 | Multiple PropertyAccess nodes in a single anim fails to compile |
UE-116822 | RandomPlayer node fails to deal with zero or v small blend in times |
UE-117373 | GitHub 8123 : Add a nullcheck to GetOwner in GetBlueprintForSequence |
UE-112390 | Crash when running commadlet -run=resavepackages and -noshadercompile is specified |
UE-117336 | Distance field collisions are broken in Content Examples |
UE-117529 | Too strict PSO filtering removes valid PSOs from the cache. |
UE-117513 | Animation in the Spawned channel is removed when exporting FBX |
UE-116849 | A level couldnât be GC in some circumstance and the world is always in memory with Async and PendingKill flags |
UE-110817 | Launch is blocked on IOS by message about webauth plugin failed to load when WebAuth plugin is disabled |
UE-117094 | iOS Compat - iOS 12.X - Apps ran on iOS devices running iOS 12.X crash on launch |
UE-116386 | Boundary Bleed Color does not affect the boundaries of intersecting subsurface materials |
UE-117308 | Avoid generating Velocity and TAA shaders unexpectedly for mobile platform |
UE-103733 | DMX - Fixtures with Color Mix do not properly reset on Begin Play |
UE-114534 | DMX Patching - Cannot reset an attribute back to a null value |
UE-116519 | Crash while opening foreign project with a Unique Build Environment |
UE-117337 | GitHub 8109 : Fixed typo in #jira UE-117300 fix |
UE-112986 | It seems wrong process about clearing Render Targets in RenderBasePass |
UE-115150 | GitHub 7860 : Configures the procedural mesh object to accept ray tracing updates |
UE-116220 | Crash on Android When Launching Inclusively Nativized Match3 Game Due to Error in OpenGLShaders.cpp |
UE-117105 | Fatal error: /âŚ/Runtime/OpenGLDrv/Private/OpenGLShaders.cpp] ActionRPG crashes on SHIELD Tablet |
UE-117569 | USD - Meerkat skeletal mesh has offset skeleton from its body |
UE-117512 | //UE4/Release-4.27 Compile error in RCWebInterface.cpp |
UE-117456 | nDisplay: Add 4x4 Matrix |
UE-117291 | Crash when reimporting USD asset whose material was assigned to a different USD asset |
UE-117273 | Parameter panel may sometimes be empty on first opening a script/emitter/system editor |
UE-117052 | Switchboard UI doesnât launch from the Toolbar |
UE-97297 | Handheld AR camera freezes when rotated between portrait and landscape |
UE-116882 | Switchboard - nDisplay can not be launched after the Editor since the nDisplayConfig.uasset is busy |
UE-117417 | [CrashReport] UE4Editor-Slate!FUICommandList::ConditionalProcessCommandBindings(FKey,bool,bool,bool,bool,bool) [UICommandList.cpp:220] |
UE-98030 | Volumetric Material not compiling on Niagara Mesh Renderer |
UE-105061 | If use with mesh particles or use with niagara mesh particles is checked in the Usage flag of the material and the material domain is set to volume, compile error will occur. |
UE-117531 | Crash on Map with Existing Remote Control Preset |
UE-117257 | Tooltips for parameters that are not subscribed to parameter definitions are missing in the script graph |
UE-114772 | Make the Remote Control UAsset dirty after editing Remot Control fields |
UE-114547 | Remote API - OSC UI widgets not displaying |
UE-114550 | Remote API - OSC Floats properties clamped to 0-1 |
UE-114505 | Remote API - Crash when using UI in Protocols section. |
UE-114548 | Remote API - OSC UI widgets Add-Remove inputs |
UE-113406 | Remote API - OSC Float to Boolean issue? |
UE-114546 | Remote API - Crash when clicking UI Entities |
UE-100324 | Create Duplicate Parent is not properly creating the parent emitter asset |
UE-116808 | [TM-FocusConcurrency] - Pressing Q doesnât trigger the Concurrency rule for Audio |
UE-117589 | Focus tolerance is not verified when adding points to lensfile |
UE-117206 | Crash clearing Niagara Parameter Collection instance when previously created Niagara Parameter Collection is set |
UE-116540 | Dynamic animation baked through Sequencer doesnât reflect whatâs in viewport for some assets |
UE-116354 | Mac log spam with: Initializing EditorSessionSummaryWriter for editor session tracking |
UE-115657 | Crash when editing Niagara system added to the Actor with Child BP Class on mac |
UE-117629 | Automatic saving not working on spawnables in template sequences |
UE-117012 | Remote Control Preset - Preset Name is not displayed in the preset editor |
UE-114120 | Modifying Component to Control parameter somehow screwed up internal scales of the screens |
UE-112057 | Incorrect validation in FRDGUserValidation::Validation with 8 render targets |
UE-104418 | [Submix Effects][Crash] - Passing an array with empty pins to a Set Submix Effect Chain Override Crashes the Editor when triggered |
UE-117678 | resuming looping sound with virtual mode restart will result in incorrect sound cue state |
UE-116335 | [Stream Caching][Surround] - 5.1 Files cannot be previewed when Stream Caching is Enabled |
UE-117680 | importing 24 bit audio fails to properly import |
UE-117620 | Baking animation in sequencer broken |
UE-117684 | soloaudio persists in content browser after PIE |
UE-115857 | Remote API - Mapping range struct storage |
UE-117046 | Remote API - Crash deleting bindings |
UE-116889 | Remote Control API - Remote Control Preset needs to be reopen to display protocol bindings |
UE-116103 | Remote Control Preset - Crash when deleting a protocol from an exposed property |
UE-116604 | Crash - Remote API - Deleting 2nd MIDI binding |
UE-117686 | Improve attribute trimming for Niagara particle scripts |
UE-114552 | Remote API - OSC Crash with 4 Vectors in Postprocess |
UE-113599 | Remote Control Protocols Unsupported Types |
UE-115444 | RemoteControl - Linking a parameter with DMX leads to a crash |
UE-117601 | Hair card sampler is incorrect setup |
UE-117696 | Electra playback of mp4 files containing only video or only audio fails |
UE-112473 | Select overlapping actors fails on some edge cases |
UE-117304 | Material Preview with Clear Coat shading model and Clear Coat value set to 0 doesnât default to Default Lit shading model |
UE-103702 | A single iteration source can be confusingly listed multiple times |
UE-117230 | Samples Compat - Win64 - Vehicle Game crashes with an Assertion Error on Play |
UE-117270 | Default Mode for Parameters that are subscribed to a Parameter Definitions is Library |
UE-117706 | The module version upgrade process is confusing for child emitters |
UE-117236 | Ensure can freeze the Editor for 30+ seconds |
UE-115005 | Package Fails for iOS - library not found for libCrashReporter.a |
UE-114670 | Avoid CRC sending telemetry and crash reports for third party titles. |
UE-116552 | Actor information persists in Level Snapshot Editor when snapshot is deleted and throws ensure when selected |
UE-109057 | A crash can occur during a batched compile of inter-dependent Blueprint assets via commandlet. |
UE-117717 | Datasmith content - Update material usage to avoid compile failure |
UE-117708 | Remote Control Preset - Exposing a property doesnât set its edit condition to true |
UE-117664 | LensFile can crash if there are more points in the nodal offset table than in the focal length table |
UE-117229 | Missing Emitter.Age, Determinism, LocalSpace, OverrideGlobalSpawnCountScale, RandomSeed, and SpawnGroup |
UE-115791 | Parameters panel is not refreshed when selecting a different script version to edit |
UE-117712 | Canât delete root category item when going from K1 to Distortion |
UE-117674 | Properties menu is empty on animation section blend context menu |
UE-117756 | Trim Left/Right menu does not contain hotkey info |
UE-116909 | The editor crashes after scrubbing backward from second audio track to the previous audio track |
UE-117605 | Copied sections are pasted on the same row in Sequencer |
UE-113380 | UE Editor Crashes During RHINO Resync After Changing Layer to Reflective Material (i.e Glass, Metal) |
UE-117769 | USD - Foliage instances missing when exporting LandscapeMountains |
UE-117723 | Revit 2022 Datasmith Exporter has depedencies on 2021 dlls |
UE-117370 | Crash after dragging a duplicate of a Dataprepâs filter to not allowed area |
UE-117225 | Crash selecting a Parameter Definitions parameter after changing its namespace |
UE-107902 | Niagara Systemâs override parameters in the Details panel are reset to default after refocusing the Level Sequencer |
UE-117233 | Make New and Add Engine Constant parameter categories are sorted with Parameter Definitions that have been promoted to the top of the creation/add menu |
UE-117517 | datasmith options not saved between sessions |
UE-116302 | Mesh Renderer Info enum is not populated with the mesh renderers |
UE-111904 | Precise motion vectors are incorrect for Sprites and Meshes with Emitter source mode |
UE-95478 | CompileTimeAnalyzer crashes with InvalidCastException: Specified cast is not valid |
UE-117770 | USD - Renamed prims persist after closing the stage |
UE-117780 | Keyframe is not adding via pressing the âAdd a keyframeâŚâ button in the Details next to the âActor to Trackâ |
UE-117792 | Adding two STmap points to a lens file that is currently being evaluated causes the editor to crash |
UE-116884 | nDisplay Configurator - Region changes on ViewPort are not consistent on projections |
UE-117766 | DatasmithRhinoExporter - Plugin crash after undo block command |
UE-112195 | VCam2 - Lens Kit Labels Do Not Update on Slider in UI |
UE-116980 | nDisplay: Enable cluster nodes OCIO checkbox doesnât enable/disable the Cluster Nodes OCIO property |
UE-103737 | Niagara fails to alert users to gpu systems that fail to read from cpu systems using the attribute reader |
UE-115531 | FDistanceFieldAsyncQueue crash during cook with MetaHuman Hair assets |
UE-116282 | RemoteControl logger adds slate dependancy to RC Core module |
UE-116735 | AR Handheld/Android- 3d objects are not rendered in a AR environment |
UE-115335 | in HandheldAR, rectangular planes do not appear, origin gizmo |
UE-112732 | HandheldAR iOS: AR Planes do not have pink borderline around them in BP projects compiled through Windows |
UE-116550 | EXR Sequence Tearing Across Two Render Nodes |
UE-117801 | Sequencer : Control Rig: Undo of moving a key on second section causes selection to get lost |
UE-117689 | Crash in IOSPlatformTextField when copying buffer of editable text |
UE-115584 | Vector fields need to check for GPU access before errors about needing CPU access flag |
UE-115028 | GPU Lightmass - Performance regression at 16102191 |
UE-116435 | Change title of popup window of datasmith runtime load |
UE-117681 | [Audio Playback][24-bit] - Audio files with bit-depth greater than 16 bits donât playback consistently after import |
UE-115827 | Level Snapshots - Collections of structs are not restored properly |
UE-117050 | Camera Calibration. Curve management tools |
UE-116333 | Crash after GPU Lightmass Bake with multiple GPUs when resizing menu |
thanks man
Guys, Iâm on Preview2, this morning, when I start a project it wants to recompile the shaders for thatâŚ
âŚeverytime I restart itâŚ
Hi, simple question:
Is 4.27 the last version update that UE4 will receive or can we expect updates some time in the future, overlapping with UE5 release at least at the beginning?
This is pure curiosity.
Thanks
It was doing that in preview 1 for my converted project (from 4.26.2).
Still compiling 2000 shaders in preview 2 every time for opening project.
Yep, same thing happens here too, this was not the case in preview 1
Hope the Team will fix it soon
I just tried 4.27 Preview 2, and there stills seems to be issues with the RetainerBox in UMG, a bug that seems to have been introduced somewhere around 4.24.
Is this something that will be fixed? Itâs breaking my game
Two isues related to this (one states this has been resolved, one say they canât reproduce)
In the second issue, if you follow the steps, and then start the game and try to write in the multiline, your input marker does not align with the actual input location. If you turn off the retain render it behaves as expected.
Any info on this would be much appreciated.
Thanks!
Iâm not sure if the preview version is just old, but the plugin in its current state does support all class properties for actors and their components and subobjects, not just transforms.
There are some actors it is not yet designed for like landscape and foliage. These will be added in the near future.
One caveat is adding blueprint components via details in the level editor. This is a separate code path from creating a native or blueprint class and adding components in C++ or a blueprint editor so we donât have support for it yet.
Dang it! So I installed 4.27 in hope of GPULightmass was updated aswell. Noticed a few changes but still didnt resolve my MAIN issue with using GPUlightmass. If you package a level for ANDROID the denoiser maps dont attach. Thats my best guess. Also you get the red error message âLighting needs to be rebuildâ. I tried almost all solutions and nothing works. 4,27 still has this issue. Anyone else in the same boat?
This blog mentions that Bink Audio is supposed to be available now on the 4.27 branch. However, there is not a single mention of Bink Audio in the code. How is it used?