Unreal Engine 4.3 Released!

Hi,

Good Job Guys!

Can we have an explanation/documentation of “Gameplay Tags”? what are they for, why we would want to use them, what are the benefits of etc…

I see that a lot of stuff is moving around , but I can’t get what it is and what the purpose of .

Thanks,

Fantastic…

[QUOTE=ajvnd;98253]
Yeah but in changelog is “New: All existing UMG assets should be abandoned, no upgrade path is provided for them.”
Like to explain?

I’ve made a lot of sweeping changes to the file format used by UMG between 4.2 and 4.3. That’s just mentioned in case anyone was using the previous super early version. Their assets will most likely fail to load, and so they should abandon them, because they won’t be upgraded to work in the 4.3 version of UMG.

Fantastic job guys! update is AWESOME! Thanks!

[QUOTE=Dannington;97923]
Good work guys.

There are comments about changes to the live editor in there, but that plugin crashes my machine if I enable it, and has done since 4.1. I know it’s not really being developed at the moment, but is there a way to make it work somehow? It would be pretty handy to use OSC commands (for me).

Dan.

Hi Dan,

Have you previously reported on the AnswerHub? https://answers.unrealengine.com/index.html

If yes, can you give us the link to it? If not, could you please make one in the Bug Reports section and give the link?

Please be sure to provide as much information as possible, including the setup you have done, and as much information as you can provide from the crash.

Thanks

[QUOTE=piinecone;98120]
Fantastic, that is a ton of stuff. I’m very eager to get into the new features.

I noticed a few issues today, I’ve posted them on the answer hub as well but perhaps they’re worth addressing here or in the documentation (assuming I’m not the only one).

  1. I can no longer launch to device or create distributable iOS ipa files for upgraded projects (4.2 -> 4.3). The .mobileprovision file appears to be missing from the ipa, although it is present in the directories mentioned in the documentation: (4.3) Launching to device launches older project and can't find mobileprovision - Mobile - Epic Developer Community Forums
  2. Dragging with the mouse in the graph editor occasionally results in rapid zooming in and out while panning, which is very disorienting. seems to occur after creating a new node and can only be reversed by alt/cmd tabbing between another application or another window within the editor: Dragging sometimes zooms blueprints (4.3) - Blueprint - Epic Developer Community Forums

Thanks again, is a really impressive release!

Thank you for logging your reports on the AnswerHub. We will investigate these as soon as possible.

Cheers!

[QUOTE=Elvince;98264]
Hi,

Good Job Guys!

Can we have an explanation/documentation of “Gameplay Tags”? what are they for, why we would want to use them, what are the benefits of etc…

I see that a lot of stuff is moving around , but I can’t get what it is and what the purpose of .

Thanks,

Hi Elvince,

We don’t have any proper documentation for Gameplay Tags yet, but post from the AnswerHub may provide some clarification:

I hope helps

Excellent stuff! Thank you for these updates.

So far, having some trouble getting into the new detour crowds . is a C++ only at point, yes? Planning to start experimenting with the system, but curious if there is any plan to put together a tutorial or wiki entry on ? Looks like there are some good notes in the API, but you know, will take whatever leg up I can find.

My current project would require being able to have a crowd for general navigation following the playercontroller, but then break them apart to follow a behavior tree during an event and afterwards getting back into the crowd. Thinking detour crowd might be easier than the flow field system I’ve been trying to put together. On that note, can you say if the upcoming RTS demo is going to use detour or some sort of flow field?

Thanks!!!

[QUOTE=;98185]
Amazing! Lots of great stuff I never even knew were being planned or worked on.

Would be nice to know where the documentation could be found, the notes states that there should be some kind of documentation on Speedtree, which I can’t seem to find.
Also, the Proxy Mesh tool, is that the same thing as Mesh Proxies in UDK (that was made using Simplygon if I recall correctly)?

Hey ,

Here is the SpeedTree documentation: .unrealengine.com/latest/INT/Engine/Content/SpeedTree/index.html
You will be able to run a search for it, but unfortunately it can take a few days for the search tool to detect newly published pages.

I don’t have any information on the Proxy Mesh tool right now. I’ll need to do some research on that myself. You may want to try posting a question on the AnswerHub.

I have some questions about the World Composition tool:
Could you show some features? And what is the size-limit?
EDIT: I tried to follow te World Composition tutorial, but I cant edit the world in the level-details.

I really hope you could show us something about great tool! :slight_smile:

Eeeee! I’m so excited about the reroute nodes, I’ve never had a suggestion implemented by devs before :smiley: (I’m just gonna shamelessly take credit, even though I’m sure it was on the roadmap well before I brought it up).

Seriously though, the pace of development is fantastic. You guys are knocking it out of the park!

Like @Chimp I cant see 4.3 in the launcher dropdown, only 4.2

Is there something we have to do to get it or is it not available yet? And yes like @Chimp I’m still subscribed.

Is there a thread for ? Can’t seem to find one.

EDIT! Apparently it is updated through the Library tab! Just click Library and then Accept EULA. :slight_smile:

[QUOTE=Gonen;98144]
Are any of the examples in the marketplace updated for 4.3?
is tappy chicken updated (or will be updated) to use paper2D ?

Not yet. We’re planning on doing it, but it’s not clear if it will happen in time for 4.4 or will be in the next release instead.

Cheers,
Noland

Thanks so much for actually answering all of the questions we have here. is community love on the highest level!

Cannot wait to get my hands on SpeedTree and get them inside UE4 :slight_smile:

looks interesting so far, had a very quick look around after installing the latest build, then closed it down to install the substance plugin and fired it back up again, but i didn’t see “Substance” in the “Installed” tab in the plugins browser. (but the Import dialog box does allow me to select .files). I’m just wondering if i put everything in the .zip download from Allegorithmic: the ‘Substance’ folder and all it’s contents, in the right place (C:\Program Files\Unreal Engine\4.3\Engine\Plugins), according to Fricker who was in the latest twitch stream (which i’m watching now), that folder and everything in it goes into a Project’s specific directory, yes? And not the main Engine/Plugins folder?

Are required dependencies going to continue to be separate zip files that we have to download from Github? It downloads incredibly slow (takes anywhere from 2 to 4 hours per file) via Github hosting (capped download rate?) and I constantly find the files download corrupted or stop downloading mid-download as if the file has completed downloading. means it can take me days of painfully re-downloading to get the required dependencies.

Downloading the repository is fine and downloads at my normal download speed, it is just the required dependencies (that are separate downloads) that I have a problem with. I’m not sure how many other people have problem and not sure if it is related to me being in New Zealand but it is making upgrading the source code to the new version very frustrating.

EDIT:
I just wanted to point out that sometimes Github does download the required dependencies at a perfectly fine speed; however, happens very rarely for myself and others I have talked to, and usually doesn’t stick to a normal speed for the entirety of the download, the majority of the time I am waiting 2+ hours for each file to download.

EDIT 2:
I am also wanting to know if can be addressed and possibly documented on the Unreal Engine Github page for future reference - What is the process for getting updates from GitHub? - Programming & Scripting - Epic Developer Community Forums.

[QUOTE=Stephen Ellis;98470]
Hi Elvince,

We don’t have any proper documentation for Gameplay Tags yet, but post from the AnswerHub may provide some clarification:

I hope helps

Hi,

Thanks for the answer. I already read thread, but I still don’t understand the Use for those tags. Could you please share some examples where they are useful?

Thanks,

I would have loved to see more UMG on the main release, however the Distance Field AO is pretty amazing.

[QUOTE=Furinyx;98783]
Are required dependencies going to continue to be separate zip files that we have to download from Github? It downloads incredibly slow (takes anywhere from 2 to 4 hours per file) via Github hosting (capped download rate?) and I constantly find the files download corrupted or stop downloading mid-download as if the file has completed downloading. means it can take me days of painfully re-downloading to get the required dependencies.

Yes, we definitely want to come up with a better solution. And as soon as we can!

I’ve looked at a few Git extensions for handling large binaries, but I’m wary of the extra setup to get a client that handles them well on all our target platforms. My current thinking is that we’ll break down those required dependencies into smaller zip files, host those files ourselves, and commit an updated list of the URLs along with any commits than modify them. We can even write a little script to download and unpack them whenever you checkout a different revision.

There should be a lot less churn, and those files should be much smaller. It would also give you exactly the right binaries for any commit, so those snapshots would be a thing of the past.

[QUOTE=Elvince;99071]
Hi,

Thanks for the answer. I already read thread, but I still don’t understand the Use for those tags. Could you please share some examples where they are useful?

Thanks,

The gameplay tags are a that we implemented for Fortnite and as we saw that we were using them more and more, figured they’d be useful for other projects and moved them to the engine so that we could share. They’re still under iteration though as we play around with them, and, as you’ve found, we don’t have any sample content available using them yet. The basic gist behind them is that they’re a way to mark things up in data with tags defined in a dictionary file that can then be easily queried against for gameplay reasons. I’ll give you an example of a usage from Fortnite:

Fortnite has the concept of abilities as well as character buffs/debuffs that do all kinds of various things. So as an example, one of our classes might get a bonus that says “+15% Damage” or something like that. We use the tags in conjunction with that to allow our designers the ability to make specific requirements/variations/etc. on that entirely in data without ever needing a programmer to actually write additional code to support it. So pretend you have that “+15% Damage” buff, but you really want it to actually be “+15% Sword Damage” instead of just damage to everything. Here’s where the tags come in. All of our buffs have a gameplay tag container on them that specify tags they require to actually be active. So our designers can take the +15% dmg buff and then in the container, mark it so that it only actually works if the “Weapon.Melee.Sword” tag (a tag we added to our dictionary) is present on the buff recipient. Likewise, we put tags on our weapons, items, etc. so that they can easily specify what they are. When the player is holding a sword, he has all the tags that are also on the sword, so when the buff checks if it’s active, it can check and verify the player has a sword, all without there actually being any code explicitly written that knows what a sword is. It basically allows for tons of gameplay interactions to be created entirely through data.

Another example, also with buffs/debuffs. Our buffs additionally have another tag container on them that we use as “when buff is applied, remove any buff/debuff on the player that has tags that match these tags.” So say we put a debuff on you that is poison damage which ticks over time. What if the designer really wants to make an ability that cleanses poison? They don’t need any code written now. They just apply a buff that says I clear other buffs that have the poison tags on them. The really neat part is the tags are hierarchical, so you can choose the depth you want to interact with. Using the poison example again, let’s pretend you want your game to have multiple types of poison…one type slows the character when it applies, but another type does damage over time when it applies. They’re both still poison though. So you might set up part of your tag dictionary to look like:
Effect.Poison.Slowing
Effect.Poison.Deadly
and mark the debuffs accordingly in their tag containers. Now when other buffs/debuffs want to interact with poison, they can be broad or specific. The cleanse debuff might say, “I want to remove ALL poisons, I don’t care which type,” so it would use its tag container to just look for “Effect.Poison,” which would match either of our sample debuffs! However, we could also make a cleanse that can only remove the deadly poison, by making its container only explicitly look for “Effect.Poison.Deadly.”

We use tags all over the place in Fortnite like that. All of our items have tags, any time anyone takes any damage, that damage specifies tags, etc. That said, it’s still a work-in-progress. We started exposing more pieces of it to blueprints, but full BP/editor support might not be all the way there yet. There were some bugs blocking a couple features in it I was hoping to expose to blueprints in the future as well. We’ve been pretty happy with what they allow us to do so far and they have tons of applications to a wide variety of game types. I personally want to use them in a side project one day to make a trading card game (a lot of the mechanics of CCG/TCG games could use tags).

One last thing to mention, another cool thing about using the tags (aside from the hierarchical stuff) is that because they come from a dictionary file and have custom UI, etc. you can pick the tags from the widget and not worry about typos or spelling things wrong like you would if you had to type everything out if you were using purely strings or names.