Unreal Engine 4.7 Preview

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Nope, no errors. They just didn’t appear anymore. Thankfully I didn’t have many macros so setting up new ones was an easy task. I wish you could copy them with in- and outputs somehow …

About Preview 4: Thank you for update! I hoped it made classes, actors and assets available in data table row editor that got introduced recently at it is vital for my project.
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Hi,

Did you rename any of your macro libraries? If so, try calling macro from original name. I can still access created in 4.6.1 on my end, however there seems to be a bug that is only calling libraries on their original name. has been entered as UE-7948.

Hey folks,

I’ve asked question in wrong thread.

My question was, foliage issues on speedtree will be fixed in final 4.7? Currently it needs to be manually fixed by material nodes.

My test project worked fine in 4.7 preview 3. After upgrading to 4.7 preview 4, I get following errors when trying to compile my project in VS:

Creating library E:\Users\Documents\Unreal Projects\ProcDungeon\Intermediate\Build\Win64\ProcDungeonEditor\Development\UE4Editor-ProcDungeon.lib and E:\Users\Documents\Unreal Projects\ProcDungeon\Intermediate\Build\Win64\ProcDungeonEditor\Development\UE4Editor-ProcDungeon.exp
1>RPGCharacter.cpp.obj : error LNK2001: unresolved external symbol "public: virtual struct FNavAgentProperties const & __cdecl APawn::GetNavAgentProperties(void)const " (?GetNavAgentProperties@APawn@@UEBAAEBUFNavAgentProperties@@XZ)
1>InventoryHUD.cpp.obj : error LNK2019: unresolved external symbol "public: virtual struct FNavAgentProperties const & __cdecl APawn::GetNavAgentProperties(void)const " (?GetNavAgentProperties@APawn@@UEBAAEBUFNavAgentProperties@@XZ) referenced in function “public: void __cdecl ARPGCharacter::execCHR(struct FFrame &,void * const)” (?execCHR@ARPGCharacter@@QEAAXAEAUFFrame@@QEAX@Z)
1>ProcDungeon.generated.cpp.obj : error LNK2001: unresolved external symbol "public: virtual struct FNavAgentProperties const & __cdecl APawn::GetNavAgentProperties(void)const " (?GetNavAgentProperties@APawn@@UEBAAEBUFNavAgentProperties@@XZ)
1>SimpleMoveToPlayerController.cpp.obj : error LNK2001: unresolved external symbol "public: virtual struct FNavAgentProperties const & __cdecl AController::GetNavAgentProperties(void)const " (?GetNavAgentProperties@AController@@UEBAAEBUFNavAgentProperties@@XZ)
1>ProcDungeon.generated.cpp.obj : error LNK2019: unresolved external symbol "public: virtual struct FNavAgentProperties const & __cdecl AController::GetNavAgentProperties(void)const " (?GetNavAgentProperties@AController@@UEBAAEBUFNavAgentProperties@@XZ) referenced in function “class UClass * __cdecl Z_Construct_UClass_ARPGWeapon(void)” (?Z_Construct_UClass_ARPGWeapon@@YAPEAVUClass@@XZ)
1>E:\Users\Documents\Unreal Projects\ProcDungeon\Binaries\Win64\UE4Editor-ProcDungeon.dll : fatal error LNK1120: 2 unresolved externals

Were there recent changes to AController::GetNavAgentProperties and APawn::GetNavAgentProperties? Did Navigation get moved into a new module?

Edited:

I deleted my intermediate files and did a full rebuild and I was able to compile. Now I am getting same Assertion failed: InstancedRenderData.InstanceBuffer.GetStride() == sizeof(FInstancingUserData::FInstanceStream error else is getting.

[= ;209152]
Hi,

Did you rename any of your macro libraries? If so, try calling macro from original name. I can still access created in 4.6.1 on my end, however there seems to be a bug that is only calling libraries on their original name. has been entered as UE-7948.
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Hi!

No, I didn’t rename it. It was “Macros” from very first second on. But I’m glad you found something to fix. :smiley:

To fix foliage crashing problem I did was delete my Foliage static assets. If that doesn’t work than just delete anything connected to them like Materials, textures, etc.

[=;194550]
What changed with AI? Event Receive Condition Check and Finish Condition Check are now broken for my decorator BPs…
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Yeah they are also broken for me in 4.7 Preview 4. Epic, what happened there? What should I use instead of these two nodes?

Edit: Ok, I found it its an implementable function now. That’s much worse than before :frowning: Now I can’t have multible “Finish Condition Check” nodes but only a single return node… That means I have to create a local boolean variable which is returned instead of just connecting different vaviables to different “Finish Condition Check” nodes. And it also means graph get’s ugly because of many different wires going into return node. You should have it work old way until you finally implement possibility to have multible return nodes in functions. Btw, when will be? 4.8? :frowning:

Can anyone check if Blutilities are working in 4.7 or are they still broken?

I dont see problem with Gear VR support on known issues list. I think there a quite a few people who would love to test Gear VR integration, me included.

Is there an estimated date for release of update to fix foliage crash?

I can’t wait for 4.7 final! Cutback on cardboard foliage :o

Looks like 4.7 is out now! Check your Launchers :smiley:

[=FrostByteGER;210169]
Looks like 4.7 is out now! Check your Launchers :smiley:
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I can just see 4.7 preview 4 :wink:

loool thats strange. When I first started my launcher, there was just 4.7.0 under my engines. Ive restarted it and now theres Preview 4. Sorry :open_mouth:

Any word on a fix for UE-7793? I am a little screwed at moment, had been working fine with 4.7 but upgraded before reading about error. My own fault I guess.

Hi ,

That bug is currently in testing, it is at top of our priorities list so keep an eye out for an update!

awesome :slight_smile:

Hi Guys,

4.7 p4 is thanks for update!

I’ve an with moveable meshes that are animated with a matinee actor on mobile.

do not render in either mobile preview, editor mobile preview or actual device (iPad). Shadows are cast correctly, and collisions etc work.

I’ve tried with a simple project too, i.e just a mesh and a matinee actor set to rotate mesh 360 degrees.

Thanks!

Gear VR Support NEEDED!

[=;209504]
I dont see problem with Gear VR support on known issues list. I think there a quite a few people who would love to test Gear VR integration, me included.
[/]

I really see as a high priority Gear VR is being demoed everywhere right now in every convention and I can not get any of our builds out there to show is a huge for us. Is there a frame or any way we can get get a build up and running on platform ASAP.

play with Packs?

What is status of new Packs? Noticed they are not mentioned anywhere on first page.
4.7\FeaturePacks

FP_FirstPerson.upack
FP_FirstPersonBP.upack
MobileStarterContent.upack <– one :slight_smile:
StarterContent.upack
TP_Rolling.upack
TP_RollingBP.upack
TP_ThirdPerson.upack
TP_ThirdPersonBP.upack
TP_Vehicle.upack
TP_VehicleBP.upack

“New Project” UI still adds old 4.7\Samples\StarterContent (and says not optimized for Mobile).

Created a new Blank BP/Mobile/Scalable project, imported MobileStarterContent.upack and loaded Starter Map and everything looks fine in Play/Simulate so far.
Would you consider Mobile Starter Content pack in experimental phase?

[=polemos;210650]
I really see as a high priority Gear VR is being demoed everywhere right now in every convention and I can not get any of our builds out there to show is a huge for us. Is there a frame or any way we can get get a build up and running on platform ASAP.
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They say it is coming, it is confirmed from multiple people in team. They also confirmed it on one of last Twitch broadcasts but nobody was able to get it running, there are no updates in patch notes / preview notes… I have no idea but yes information blackout and lack of documentation is worrying.