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
[=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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It is coming soon, will be in 4.7. Check out roadmap:
[= ;209439]
âEvent Receive Condition Check and Finish Condition Checkâ 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. Thatâs much worse than before Now I canât have multible âFinish Condition Checkâ 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 âFinish Condition Checkâ nodes. And it also means graph getâs 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?
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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.
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.
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
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 canât found a download client.
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 canât found a download client.
regards,
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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 isnât a way to roll back to 4.7 preview 3.
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,
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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.
In my opinion, itâs really a bad one as itâs 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 âBeginâ when you start overlapping and âEndâ 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.
[=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:
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 NSWindowâs addSubView method for purpose (see OpenGLMac.cpp). Maybe someone of your Mac gurus can figure something out for
Regards,
Heiko
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Hi Heiko,
You get warning when you build engine with OS X 10.10 SDK. Itâs harmless for now, but we will solve by implementing shadows and round corners for windows using a different method. Itâs almost ready, just needs some polishing, and will hopefully be implemented in 4.8. Thanks for reporting it!
There were a few changes that needed to be made to overall patch before we push patch out. I donât have an exact timeframe but it should be relatively soon.