According to Noland there should be updates in 4.3:
[= Noland;88496]
Upgrade notes specific to Paper2D from 4.2 to the 4.3 preview:
Paper2D: Several C++ classes were renamed to better match engine standards
Existing content should upgrade with no changes, but C++ code will need to be updated to match the new names:
Rename UPaperRenderComponent to UPaperSpriteComponent
Rename UPaperAnimatedRenderComponent to UPaperFlipbookComponent
Rename FPaperAnimatedRenderSceneProxy to FPaperFlipbookSceneProxy
Rename APaperRenderActor to APaperSpriteActor
Paper2D: The Paper2D plugin is now enabled by default so that content-only games can use it in cooked builds
Paper2D: Switch mobility setup for sprite components to match static mesh components; UPaperSpriteComponent now defaults to Moveable and APaperSpriteActor defaults to Static.
Paper2D: Refactored the public interface of UPaperFlipbook (FramesPerSecond and KeyFrames must now be accessed via getters or a FScopedFlipbookMutator instance)
BUG
Pins Splitting within an array causes a problem (splitting a rotator within a transform).
[Transform] -> Split , Then [Location][Rotation]->Split [Scale]
It “works” but saving and reloading the project causes problems
[Saving and reloading what explain above]://i.imgur/K0QLUCR.jpg
====Seperate===
Is anyone getting slow but steady performance degradation if they leave open an Animation blueprint (with preview instance)? Going from 50fps -> 8 FPS in 20 minutes even went down to 2 FPS after 45 min]. As soon as i exit the blueprint everything is fine.
[=Crow87;93178]
You’re not alone, I can’t figure it out either…
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I think is just a lack of documentation I’m afraid, we probably need to make a video or something about , but we are also iterating on it a bit, adding some new features. I’ll talk to the doc team!
SplineComponent can be edited in the viewport in the level, but cannot be edited in the BP editor viewport yet I’m afraid. It is just a spline, you cannot assign a mesh to it, you use it to do other things (e.g. animate an object along it).
SplineMeshComponent cannot be edited in the viewport in the BP editor or the level, you can edit its properties in the BP editor though. It only has a start and end point and tangent, not multiple keys.
So if you want to place spline meshes along a spline component, you will need to add one spline mesh component for each section of the spline component.
[=Kenomica;93171]
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.
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We’ve introduced some editor side optimizations and automatically implemented scalability settings to help improve perf. Still some changes coming down the pipe, but should help out some folks.
[=Kenomica;93171]
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)
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Can you post to answerhub with detailed repro steps, and maybe even attach your asset? We’d love to take extra time before the 4.3 release to address issues like .
[=;94028]
It’s a shame that projects still don’t run on android devices (black screen), have a bad feeling won’t be fixed in the UE4 4.3 official release
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We’ve increased our Android device coverage in 4.3 due to our work on , but it’s still an ongoing effort as there around thousands of possible models, variants, and driver config possible. What device/model are you seeing on and with what project?
[=Leslie Nivison;94053]
We’ve increased our Android device coverage in 4.3 due to our work on , but it’s still an ongoing effort as there around thousands of possible models, variants, and driver config possible. What device/model are you seeing on and with what project?
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Samsung Galaxy S3 and Samsung Galaxy Tab7 2.0 . It’s my own project that’s based of the code (To have achievements, AdMob and gamecenter working out of the box “so i hoped”) The and 4.3 source from github (with latest commits of today) will not compile for me as it trows a bunch of errors my way. The 4.3 source from yesterday didn’t have problem.
Could you post your Pin Splitting on AnswerHub and then post a link to it here? Could you also detail how you created the 2 large nodes in your repro steps?
[=;93601] BUG
Pins Splitting within an array causes a problem (splitting a rotator within a transform).
[Transform] -> Split , Then [Location][Rotation]->Split [Scale]
It “works” but saving and reloading the project causes problems
[Saving and reloading what explain above]://i.imgur/K0QLUCR.jpg
====Seperate===
Is anyone getting slow but steady performance degradation if they leave open an Animation blueprint (with preview instance)? Going from 50fps -> 8 FPS in 20 minutes even went down to 2 FPS after 45 min]. As soon as i exit the blueprint everything is fine.
[/]
There was some confusion about the use of the Spline and SplineMesh Components. The full documentation is still pending, but we have made a few changes to the wording on the section in the release notes on the first page. I hope it helps to clarify things a bit more.
If you do believe there is an with the components, please make a report on the AnswerHub.
Customizable mesh collision is something I have been looking forward to a long time ago! But to tell you the truth, I think that kind of core functionality is something that should have been implemented right from the start.
I’m having troubles with actor parenting in 4.3: An Apple is located at [100,0,0] and
has a child, Banana. Banana is supposed to be at the exactly where Apple is and
indeed, its location is shown as [0,0,0] in the editor right after parenting. However
in-game it is displaced to parent relative -100,0,0].
Editing the starting location of Banana after parenting also seems to be broken: any
value typed (and intended as parent relative) is instantly converted to world relative
but then used as parent relative. So in case setting Banana to be at [10,0,0]
parent relative will end up as -90,0,0] so 90 units away from Apple.
So finally got the 4.3 down and my project seems to go over smoothly. While testing things I noticed that I had some problems with attachments and using the Snap To setting on the attachment node. It seemed to “pop” into another place as soon as I attach it, even though the alignment of the two objects are the same. After the snap, objects are not actually aligned. If I use Relative World it seems to hold it ok. is an attachemnt I do during game play using blueprint and the attach to object node. So I’m just wondering if is related to the same problem mentioned by .
Another similar problem is with a skeletal mesh. I have an enemy and when he dies, I activate ragdoll and then after a while activate some pre-placed particle systems for a disintegrate effect. Those systems are added to the components of the character blueprint and then snapped to a specific bone. When the effect kicks in the particles seems to be where the guy was just when he goes into ragdoll. So not on the model anymore but floating in the air as if still standing there upright. So just again I just wanted to know if could also be related to the same problem as mentioned by .
Basically, attachments don’t seem to work as expected, or at least, as it did in 4.2.1. Not pre-attached or using blueprint during game play to attach seems to work correctly.
With that said though, pretty happy with 4.3 in general. Definitely noticed a speed boost in my game and the new lit translucency is pretty cool. Blueprints are faster for sure which is just .
Thanks to Epic for the continued awesomeness of UE4.
I’ve enabled distance field generation for geometry, but DFAO doesn’t seem to be working for me with a movable sky light. Is there a setting I’m missing? Does it even work on the Mac?
[=;94169]
So finally got the 4.3 down and my project seems to go over smoothly. While testing things I noticed that I had some problems with attachments and using the Snap To setting on the attachment node. It seemed to “pop” into another place as soon as I attach it, even though the alignment of the two objects are the same. After the snap, objects are not actually aligned. If I use Relative World it seems to hold it ok. is an attachemnt I do during game play using blueprint and the attach to object node. So I’m just wondering if is related to the same problem mentioned by .
Another similar problem is with a skeletal mesh. I have an enemy and when he dies, I activate ragdoll and then after a while activate some pre-placed particle systems for a disintegrate effect. Those systems are added to the components of the character blueprint and then snapped to a specific bone. When the effect kicks in the particles seems to be where the guy was just when he goes into ragdoll. So not on the model anymore but floating in the air as if still standing there upright. So just again I just wanted to know if could also be related to the same problem as mentioned by .
Basically, attachments don’t seem to work as expected, or at least, as it did in 4.2.1. Not pre-attached or using blueprint during game play to attach seems to work correctly.
With that said though, pretty happy with 4.3 in general. Definitely noticed a speed boost in my game and the new lit translucency is pretty cool. Blueprints are faster for sure which is just .
Thanks to Epic for the continued awesomeness of UE4.
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I’ve also noticed . Using a physics constraint component or “attach to” node seems to snap to a very random place instead of the socket or bone it is supposed to attach to.