Unreal Engine 4.3 Update Preview

Hmmm, the “new” features are great, but why no proper documentation for the “old” features ?

Yes Epic, I’m talkin’ Blueprint nodes !

Please describe + list ALL nodes available… I mean, how difficult can it be ?

Good additions!
I’m currently having problems compiling atm:

[]
1>------ Build started: Project: MyGame, Configuration: Development_Editor x64 ------
1> Performing 2 actions ( 4 parallel jobs)
1> [2/2] link.exe UE4Editor-MetalShaderFormat.dll
1> [1/2] link.exe UE4Editor-ShaderFormatOpenGL.dll
1> Creating library C:\Sandboxes\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-ShaderFormatOpenGL.lib and object C:\Sandboxes\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-ShaderFormatOpenGL.exp
1> Creating library C:\Sandboxes\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MetalShaderFormat.lib and object C:\Sandboxes\UnrealEngine\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MetalShaderFormat.exp
1>Module.ShaderFormatOpenGL.cpp.obj : error LNK2019: unresolved external symbol "int __cdecl HlslCrossCompile(char const *,char const *,char const *,enum EHlslShaderFrequency,class FCodeBackend *,struct ILanguageSpec *,unsigned int,enum EHlslCompileTarget,char * *,char * *)" (?HlslCrossCompile@@YAHPEBD00W4EHlslShaderFrequency@@PEAVFCodeBackend@@PEAUILanguageSpec@@IW4EHlslCompileTarget@@PEAPEAD5@Z) referenced in function “void __cdecl CompileShader_Windows_OGL(struct FShaderCompilerInput const &,struct FShaderCompilerOutput &,class FString const &,enum GLSLVersion)” (?CompileShader_Windows_OGL@@YAXAEBUFShaderCompilerInput@@AEAUFShaderCompilerOutput@@AEBVFString@@W4GLSLVersion@@@Z)
1>**C:\Sandboxes\UnrealEngine\Engine\Binaries\Win64\UE4Editor-ShaderFormatOpenGL.dll : **fatal error LNK1120: 1 unresolved externals
1>Module.MetalShaderFormat.cpp.obj : error LNK2019: unresolved external symbol “int __cdecl HlslCrossCompile(char const *,char const *,char const *,enum EHlslShaderFrequency,class FCodeBackend *,struct ILanguageSpec *,unsigned int,enum EHlslCompileTarget,char * *,char * *)” (?HlslCrossCompile@@YAHPEBD00W4EHlslShaderFrequency@@PEAVFCodeBackend@@PEAUILanguageSpec@@IW4EHlslCompileTarget@@PEAPEAD5@Z) referenced in function “void __cdecl CompileShader_Metal(struct FShaderCompilerInput const &,struct FShaderCompilerOutput &,class FString const &)” (?CompileShader_Metal@@YAXAEBUFShaderCompilerInput@@AEAUFShaderCompilerOutput@@AEBVFString@@@Z)
1>C:\Sandboxes\UnrealEngine\Engine\Binaries\Win64\UE4Editor-MetalShaderFormat.dll : fatal error LNK1120: 1 unresolved externals
1> -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: C:\Sandboxes\UnrealEngine\Engine\Binaries\Win64\UE4Editor-ShaderFormatOpenGL.dll
1> Cumulative action seconds (8 processors): 0,00 building projects, 0,00 compiling, 0,00 creating app bundles, 0,00 generating debug info, 0,22 linking, 0,00 other
1> UBT execution time: 10,61 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command “C:\Sandboxes\UnrealEngine\Engine\Build\BatchFiles\Build.bat MyGameEditor Win64 Development “C:\Sandboxes\MyGame\MyGame.uproject”” exited with code -1.
========== Build: 0 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========

[/]

I did a rebuild prior to (where I received error as well). a normal build result on top of that. Downloaded and unzipped latest dependencies and source-code today.

[=fujitsa;93045]
Hmmm, the “new” features are great, but why no proper documentation for the “old” features ?

Yes Epic, I’m talkin’ Blueprint nodes !

Please describe + list ALL nodes available… I mean, how difficult can it be ?
[/]

How about exploring current interface?:stuck_out_tongue:
In Blueprint windows -> Palette you have Library with ALL nodes available with descriptions on what node doing and for what each parameter is intended.

[=Nefusadi;92685]
So, I thought I’d give the improved Android compatibility a try, but whenever I try to package or launch for Android specifically, I get the error: LogPlayLevel: Display: UnrealBuildTool: C:\Program Files\Unreal Engine\4.3\Engine\Source\Runtime\InputCore\Classes\InputCoreTypes.h(5,9) : fatal error: ‘InputCoreTypes.generated.h’ file not found

Is a problem with the preview build? Or did I make a mistake when converting my project?
[/]

happens on new projects as well… I can confirm that C++ project are buggy on preview.

Hi,

I’m trying with spline and splinemesh component… but something is going wrong, I think.
I make a blueprint with a splinemesh component, and I can curve and manipulate it inside the blueprint editor but not in game (and I can’t add spline control point)
If I put only the spline component iside the blueprint I can edit it insid the level editor but I cannot assing a mesh to it
If I put the two things inside the same blueprint I can edit the spline inside the level editor but the splinemesh is not affected by it…

What am I doing wrong?

Thanks,

Game Programmer at 34BigThings
://34bigthings

[=;93102]
How about exploring current interface?:stuck_out_tongue:
In Blueprint windows -> Palette you have Library with ALL nodes available with descriptions on what node doing and for what each parameter is intended.
[/]

IMHO, the Library and Context Search is cumbersome and unintuitive.

It favours those who know what they’re looking for PRIOR to looking. (i.e programmers)

As Blueprints are supposedly to aid non-programmers, why the lack of clarity ? :confused:

[=fujitsa;93128]
IMHO, the Library and Context Search is cumbersome and unintuitive.

It favours those who know what they’re looking for PRIOR to looking. (i.e programmers)

As Blueprints are supposedly to aid non-programmers, why the lack of clarity ? :confused:
[/]

You said you want list of all BP nodes and you get list with descriptions + search which can help to understand hierarchy of nodes and how it works, list of nodes is not designed to be a introductionary tutorial.
For purposes there are text and video tutorials
I think I will leave conversation after phrase “Search favores those who know what they’re looking for” as a complaint :smiley:

[=;92965]
o_o Am I going crazy or you improved performance greeeatly?
My heaviest scene have 120 fps in editor and in full screen fps exceeds 60(around 80-90) , but in 4.2.1 it was around 50 with drops to 30
[/]

I’ve noticed too. Gameplay the FPS is the same for me, but in engine I’m getting the same FPS as the gameplay now instead of much lower. Shaders seem to compile faster for me.

Sadly I am having an where one of my character blueprints which is just set to continuously move forward. In 4.3 it no longer moves (works fine in 4.21)

[=tusso;93109]
Hi,

I’m trying with spline and splinemesh component… but something is going wrong, I think.
I make a blueprint with a splinemesh component, and I can curve and manipulate it inside the blueprint editor but not in game (and I can’t add spline control point)
If I put only the spline component iside the blueprint I can edit it insid the level editor but I cannot assing a mesh to it
If I put the two things inside the same blueprint I can edit the spline inside the level editor but the splinemesh is not affected by it…

What am I doing wrong?

Thanks,

Game Programmer at 34BigThings
://34bigthings
[/]

You’re not alone, I can’t figure it out either…

[=;93144]
You said you want list of all BP nodes and you get list with descriptions + search which can help to understand hierarchy of nodes and how it works, list of nodes is not designed to be a introductionary tutorial.
For purposes there are text and video tutorials
I think I will leave conversation after phrase “Search favores those who know what they’re looking for” as a complaint :smiley:
[/]

Oh, I get it, you’re a programmer. :rolleyes:

So you’ll probably enjoy the “challenge” of translating the Blueprint Library into English.

What about us mere mortals who don’t dream in Assembly Code ?

Are we denied a coherent User Manual reference for the Blueprint nodes ?

Btw, BP Node List ≠ (Library + Search + Tutorial + Excuses) :smiley:

back on topic re: 4.3 findings

[=Xenogenik;93021]
Thank you epic.

Not sure if it was the android 4.4 kitkat upgrade i did last night or UE4.3 (guessing UE 4.3), but there appears to have been a performance boost on my galaxy note 3. Not only that, I can now have mobile HDR enabled and it displays perfectly (no more gray screen). YAY!!!
[/]

Unfortunately 4.3 resulted in the opposite for my Android project :frowning: I have a simple scene with a static directional light for lighting, mobile hdr off, all material fully rough, and cast shadows untick on all object (except the ground - for some reason if I unticked cast shadows on my ground tiling all my objects with moveability would appear as black/dark textures), as well as all the mobile optimization settings I could find from the answerhub.

I had finally found acceptable performance for my Android project on my now relatively low end Samsung Galaxy S2 at 28-32 FPS (50-60fps on S4 mini).

After creating a clone of my project I migrated it to 4.3 Preview compiled all shaders anew and exported to Android ETC1 the same as I did for 4.2.1 and now I get half the FPS (around 15-16fps :frowning: ). Which left me wondering if there were some new settings in 4.3 Preview that android projects should know about - or if some of the previous optimizations we needed to do for 4.2.1 are no longer relavent and could be the cause for the sudden very poor performance :frowning:

Many thanks in advance for any advice as I’d love to be able to use the new features of 4.3!

[=;93087]
I’m currently having problems compiling atm:

I did a rebuild prior to (where I received error as well). a normal build result on top of that. Downloaded and unzipped latest dependencies and source-code today.
[/]

Hey , can you follow up here? https://forums.unrealengine/showthread.php?16527-Build-of--on-Windows-fails-HlslCrossCompile-undefined&highlight=HlslCrossCompile

[=fujitsa;93200]
Oh, I get it, you’re a programmer. :rolleyes:

So you’ll probably enjoy the “challenge” of translating the Blueprint Library into English.

What about us mere mortals who don’t dream in Assembly Code ?

Are we denied a coherent User Manual reference for the Blueprint nodes ?

Btw, BP Node List ≠ (Library + Search + Tutorial + Excuses) :smiley:
[/]

You have to accept that Gameplay programming will require prior knowledge and experience, regardless of the tool. There is never going to be a “fast track” way into it, it doesn’t exist because its a complex and diverse field. Blueprint doesn’t make the learning any different, it just makes it more accessible to people who don’t like blocks of text. The day I got access to UE4 beta, I knew NO C++ but knew some of the premises of how things worked. After a few weeks in Blueprint I started to understand C++ programming more. You learn things without realising. I think it would be more beneficial to people if they looked at it as a more approachable entry point into programming, rather than a complete replacement.

There are also a metric ****-tonne (legitimate unit of measurement ;)) of blueprint nodes, documenting them all in great detail is a lengthy process, and a waste of time considering most of the information people can learn for themselves. Many of them also have additional uses.

Maybe I’m just old-school but I believe in diving in at the deep end, that’s how learning is really . Toss away the instruction manual and get busy :wink:

[=;92631]
Does anyone else get the “Subscribe to download” when trying to download the 4.3 content from marketplace? Seems to be a reoccurring problem and reinstalling the launcher does no good.
[/]

That was a mis-config on our end. The 4.3 samples are not released yet but the launcher configuration had them included. We updated that morning so the 4.3.0 sample option is now removed. Updated samples will be released along with the official 4.3 Editor release.

Sorry for the teaser! :slight_smile:

[=;92713]
Something corrupts my blueprints. I suspect it’s the Split Struct Pins function. I sent a crash report.
[/]

Hi,

Could you please make an AnswerHub report for : https://answers.unrealengine/index.html

We would need as much information that you can provide about the blueprint and its use. Additionally, we would appreciate if you could attach the blueprint .uasset file (in a ), along with the project log from immediately after the crash.

Please post the link to your AnswerHub post after you make it.

Thanks!

[=;92965]
o_o Am I going crazy or you improved performance greeeatly?
My heaviest scene have 120 fps in editor and in full screen fps exceeds 60(around 80-90) , but in 4.2.1 it was around 50 with drops to 30
[/]

Moreover, I’m able to work in editor on my old Macbook Pro with Intel HD 3000!

[=fujitsa;93200]
Oh, I get it, you’re a programmer. :rolleyes:

So you’ll probably enjoy the “challenge” of translating the Blueprint Library into English.

What about us mere mortals who don’t dream in Assembly Code ?

Are we denied a coherent User Manual reference for the Blueprint nodes ?

Btw, BP Node List ≠ (Library + Search + Tutorial + Excuses) :smiley:
[/]

I agree, the videos only show so much, to really understand the base functions of blueprint there could be a lot more documentation. Starting to think c++ might actually be easier for me with all the information that’s already out there. The best I’ve been able to do has been revisions of whats already been , but actually understanding whats going on and doing my own truly unique blueprints is not something I see myself doing anytime soon. The way the construct 2 engine does it is far easier to understand, even though it’s 2d only a lot of the same principles apply.

Hi guys! Thanks for amazing pre-release!

I’m playing around with Data Tables and I’m kind of stuck here. It is possible to make a custom “Data Table Row Type” with blueprints? Using Struct didn’t helped me so far, I see only “GamePlayTagTableRow” as type in DataTable import options.

I haven’t had a to check out the preview yet and I didn’t see any mention of it in the preview notes but does anyone know if overlap events have been extended to include more information as outlined in thread?

Cheers

[=Vormulac;93482]
I haven’t had a to check out the preview yet and I didn’t see any mention of it in the preview notes but does anyone know if overlap events have been extended to include more information as outlined in thread?

Cheers
[/]

Yup, it’s here

://i.imgur/AocL1EM.jpg