Unreal Engine 4.7 Preview

deprecation warnings on server rpcs ?

Hi ,

I am still having those strange deprecation warnings in p4.

I have started a brand new code (4.7p4 / c++ / basic code), just added an AActor derived class with code


UFUNCTION(server, withvalidation, reliable)
	void ServerMove(FVector Velocity, bool bSweep);

-------------------------------------------------------------------------------------

bool ASpider::ServerMove_Validate(FVector Velocity, bool bSweep){ return true; }
void ASpider::ServerMove_Implementation(FVector Velocity, bool bSweep)
{
	AddActorWorldOffset(Velocity, bSweep);
}

Et :


1>C:\Users\\Documents\Unreal Projects\SpiderTest\Source\SpiderTest\Spider/Spider.h(14)( : warning C4996: Function Spider::ServerMove needs native implementation by virtual void ServerMove_Implementation(FVector Velocity, bool bSweep) due to its properties. Currently ServerMove_Implementation declaration is autogenerated by UHT. Since next release you'll have to provide declaration on your own. Please update your code before upgrading to  next release, otherwise your project will no longer compile.

was made in 4.7 preview 4.

There are a forum thread and an thread dedicated to that, but no luck so far.
https://.unrealengine/showthread.php?56211-How-do-i-code-server-rpc-in-4-7
questions/156474/47p2-server-rpc-declaration.html

Nobody else have problem ?

Cheers

[=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.
[/]

It is coming soon, will be in 4.7. Check out roadmap:

[= ;209439]
“Event Receive Condition Check and Finish Condition Check” 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:
[/]

Epic, could you please comment on ? :slight_smile:

[=;210946]
Hi ,

I am still having those strange deprecation warnings in p4.

I have started a brand new code (4.7p4 / c++ / basic code), just added an AActor derived class with code


UFUNCTION(server, withvalidation, reliable)
	void ServerMove(FVector Velocity, bool bSweep);

-------------------------------------------------------------------------------------

bool ASpider::ServerMove_Validate(FVector Velocity, bool bSweep){ return true; }
void ASpider::ServerMove_Implementation(FVector Velocity, bool bSweep)
{
	AddActorWorldOffset(Velocity, bSweep);
}

Et :


1>C:\Users\\Documents\Unreal Projects\SpiderTest\Source\SpiderTest\Spider/Spider.h(14)( : warning C4996: Function Spider::ServerMove needs native implementation by virtual void ServerMove_Implementation(FVector Velocity, bool bSweep) due to its properties. Currently ServerMove_Implementation declaration is autogenerated by UHT. Since next release you'll have to provide declaration on your own. Please update your code before upgrading to  next release, otherwise your project will no longer compile.

was made in 4.7 preview 4.

There are a forum thread and an thread dedicated to that, but no luck so far.
https://.unrealengine/showthread.php?56211-How-do-i-code-server-rpc-in-4-7
questions/156474/47p2-server-rpc-declaration.html

Nobody else have problem ?

Cheers

[/]

In your header, declare those functions, Validate and Implementation.

,

Thanks you very much for your answer, indeed, code works:


UFUNCTION(server, withvalidation, reliable)
	void ServerMove(FVector Velocity, bool bSweep); 
virtual bool ServerMove_Validate(FVector Velocity, bool bSweep);
virtual void ServerMove_Implementation(FVector Velocity, bool bSweep);

I have like 50 rpcs in my code, so before i change everything, could i have some official confirmation from epic staff that from now on is way to go with rpc declarations ? It seems a bit awkward, 3 declarations for one function.

Thanks

right,

In case anyone bumps into those warnings, problem and solution have been confirmed here:
https://.unrealengine/showthread.php?56211-How-do-i-code-server-rpc-in-4-7

Cheers

Hi,

i build a map in 4.73 and his works fine. Today i upgrade to 4.74 and ue4 crashed by loading map. It is possible to reload 4.73 Build? I can’t found a download client.

[]
MachineId:5F7CF1164FD502A0BAF5BFB9C9CBA8B2
EpicAccountId:22312e3488934a9aa998e46b6ddb62dc

No minidump found for crash.
[/]

regards,

Think I’ve encountered a possible bug in 4.7 P4 binary version

In an empty project:

-Add a timeline to a blueprint
-Right click, add a “Set Play Rate (Timeline_0)” node
-Ctrl+c to copy node
-Ctrl+v to paste
-Editor crashes

Anyone else get that?

[=;211906]
Think I’ve encountered a possible bug in 4.7 P4 binary version

In an empty project:

-Add a timeline to a blueprint
-Right click, add a “Set Play Rate (Timeline_0)” node
-Ctrl+c to copy node
-Ctrl+v to paste
-Editor crashes

Anyone else get that?
[/]

Hi ,

I was able to reproduce on my end and have entered a bug report, UE-8380 to be assessed by development staff.

[=.ThĂźmmler;211650]
Hi,

i build a map in 4.73 and his works fine. Today i upgrade to 4.74 and ue4 crashed by loading map. It is possible to reload 4.73 Build? I can’t found a download client.

regards,

[/]

Hi ,

If you have any foliage or instanced meshes in your project they will crash immediately on loading in preview 4. has been fixed internally and should be rolled out soon. Unfortunately there isn’t a way to roll back to 4.7 preview 3.

[=;205966]
Hi,

As you post a thread on delaying 4.7 release to get it polished, could you please confirm will get your attention for 4.7? was in 4.6 and maybe ealier.

thanks,
[/]

Hi ,

I posted a comment on your post, but I wanted to respond here as well to make sure is visible to .

crash that you described in your post has been fixed internally. I ran through some tests with our latest internal build, and crash no longer seems to be occurring. It looks like fix has been integrated into 4.7.

That’s a good news.

I have added :
questions/164456/onbeginoverlap-issue-in-bp.html

That is I think linked to thread.

ticket is : UE-7000

In my opinion, it’s really a bad one as it’s impact Overlap Begin, Overlap End event that are used mainly in trigger and so on.
To summurize, both events are raised in same frame and not “Begin” when you start overlapping and “End” when you stopped overlapping actor.
So if you are using both in same BP to manage In/Out in a volume by example. You get weird result.

Thanks for your feedback.

[=Bardioc;208794]
I just realized while building 4.7 Preview myself on OS X 10.10, there seems to be an with open gl window being added as sub view to super view of content window. following exception arises:



2015-01-20 23:20:54.643 UE4Editor-Mac-Debug[30748:8226068] NSWindow warning: adding an unknown subview: <FCocoaOpenGLView: 0x6180001768c0>
2015-01-20 23:20:54.663 UE4Editor-Mac-Debug[30748:8226068] Call stack:
(
	0   AppKit                              0x00007fff9674c1ec -[NSThemeFrame addSubview:] + 107
	1   UE4Editor-OpenGLDrv-Mac-Debug.dylib 0x000000012cf4e153 _Z27PlatformCreateOpenGLContextP21FPlatformOpenGLDevicePv + 1363
	2   UE4Editor-OpenGLDrv-Mac-Debug.dylib 0x000000012cf4dae7 _ZN15FOpenGLViewportC2EP17FOpenGLDynamicRHIPvjjb + 967
	3   UE4Editor-OpenGLDrv-Mac-Debug.dylib 0x000000012cf45f44 _ZN15FOpenGLViewportC1EP17FOpenGLDynamicRHIPvjjb + 68
	4   UE4Editor-OpenGLDrv-Mac-Debug.dylib 0x000000012cf45eb7 _ZN17FOpenGLDynamicRHI17RHICreateViewportEPvjjb + 167
	5   UE4Editor-RHI-Mac-Debug.dylib       0x0000000108f0b6a5 _Z17RHICreateViewportPvjjb + 165
	6   UE4Editor-SlateRHIRenderer-Mac-Debug.dylib 0x00000001217052b5 _ZN17FSlateRHIRenderer14CreateViewportE10TSharedRefI7SWindowL7ESPMode0EE + 2293
	7   UE4Editor-SlateCore-Mac-Debug.dylib 0x0000000109db8192 _ZN7SWindow10ShowWindowEv + 722
	8   UE4Editor-MainFrame-Mac-Debug.dylib 0x000000010dfa33c6 _ZNK17FMainFrameHandler19ShowMainFrameWindowE10TSharedRefI7SWindowL7ESPMode0EEb + 646
	9   UE4Editor-MainFrame-Mac-Debug.dylib 0x000000010df586c1 _ZN16FMainFrameModule22CreateDefaultMainFrameEb + 13137
	10  UE4Editor-UnrealEd-Mac-Debug.dylib  0x000000010b326e2a _Z10EditorInitR11IEngineLoop + 13002
	11  UE4Editor-Mac-Debug                 0x0000000100044c2a _Z11GuardedMainPKw + 138
	12  UE4Editor-Mac-Debug                 0x0000000100059db9 -[UE4AppDelegate runGameThread:] + 297
	13  UE4Editor-Core-Mac-Debug.dylib      0x00000001003065fb -[FCocoaGameThread ] + 123
	14  Foundation                          0x00007fff98b7590a __NSThread__main__ + 1345
	15  libsystem_pthread.dylib             0x00007fff94c3a268 _pthread_body + 131
	16  libsystem_pthread.dylib             0x00007fff94c3a1e5 _pthread_body + 0
	17  libsystem_pthread.dylib             0x00007fff94c3841d thread_start + 13
)


For now, seems to be only a warning, cause I do not see anything that does not work. Apples documentation says, that starting with Yosemite, it shall no longer be possible to use NSWindow’s addSubView method for purpose (see OpenGLMac.cpp). Maybe someone of your Mac gurus can figure something out for :slight_smile:

Regards,

Heiko
[/]

Hi Heiko,

You get warning when you build engine with OS X 10.10 SDK. It’s harmless for now, but we will solve by implementing shadows and round corners for windows using a different method. It’s almost ready, just needs some polishing, and will hopefully be implemented in 4.8. Thanks for reporting it!

Any eta for patch to fix foliage issues? cheers :slight_smile:

Hi ,

There were a few changes that needed to be made to overall patch before we push patch out. I don’t have an exact timeframe but it should be relatively soon.

UE4 is getting too large, maybe you could remove VS2012 dependencies now - surely no one is still using it.

Epic, please say something regarding changed behaviour tree decorator stuff…

[=dinker99;212493]
UE4 is getting too large, maybe you could remove VS2012 dependencies now - surely no one is still using it.
[/]

Visual 2012 support is removed in UE 4.7. Are you still seeing third party dependency files for that?

When is 4.7 being released? :slight_smile:

[= ;212561]
Epic, please say something regarding changed behaviour tree decorator stuff…
[/]

I noticed too and I had to roll back to 4.6, since it completely broke my AI and I had no idea why!