Unreal Engine 4.7 Preview

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Hi ,
Is there any update on support for clang on Windows?

Thank you.

[= ;212961]
Visual 2012 support is removed in UE 4.7. Are you still seeing third party dependency files for that?
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4.7 does not show up in Launcher, I am going by situation with 4.6.1

[=;213110]
When is 4.7 being released? :slight_smile:
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Here we go :wink:

[= ;209135]

As mentioned here, a few weeks. In February.

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I am unable to see/add AnimMontage branch in 4.7 preview, is functionality deprecated?

[=;213131]
Hi , Is there any update on support for clang on Windows? Thank you.
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Sadly I haven’t had much to work on it since my last post about it in Engine Source forum, but I think some of my other team members have started experimenting with it recently. After 4.7 release we’ll hopefully be able to get some traction, ideally make it possible to compile at least runtime part of engine. Last I recall, we were having some problems with getting Clang to parse DirectX 9 header files.

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[=aqtoor;213210]
I am unable to see/add AnimMontage branch in 4.7 preview, is functionality deprecated?
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Hey Aqtoor, check out thread:
https://.unrealengine/showthread.php?56706-Feedback-Animation-Montage-UI-Refactoring

A quick qn. Does UE 4.7 release support instancing of animated skeletal meshes?

My war game needs hundreds and hundreds of instanced animated skeletal mesh actors.

[= ;213234]
Sadly I haven’t had much to work on it since my last post about it in Engine Source forum, but I think some of my other team members have started experimenting with it recently. After 4.7 release we’ll hopefully be able to get some traction, ideally make it possible to compile at least runtime part of engine. Last I recall, we were having some problems with getting Clang to parse DirectX 9 header files.

–
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Hi ,
Thank you for info.
From my side, I’ve been in constant contact (although admittedly painful) with intel, and guess what? They did manage to actually build UE4 4.5 with they compiler (using some hacks as that intel’s guy described) and it will be if I’m not mistaken available in update 1 of their newest compiler.

So there is a to have fully conforming C++ compiler on Windows, one way or other!

Best regards

[= ;212441]
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.
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Thanks :), hope its soon

Can we expect a preview 5 build sometime week?

[=Terrian;194325]
Super quick test:

~25k instances of SM_Bush, ~20M triangles.

runs ~2fps in 4.6 and ~35fps in 4.7 (HD6970 2GB).

(I just used foliage tool with SM_Bush, touched nothing else.)
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IMPRESSIVE!! That’s some good optimization work there. :wink:

Has 4.7 preview been updated on github today yet to build 5?

UPDATE!

We have just released Preview 5 for 4.7! update to preview is a very large one and contains an additional 70 bug fixes and new features. Please view original post on page 1 of thread for updated ā€œKnown Issuesā€ list.

In addition to many fixes, Preview 5 also includes some important new features. We encourage you to test these and provide feedback.

New Features in 4.7 Preview 5

  • In-level Component Editing
  • HTML5 is now included in binary release
  • C++ Classes in Content Browser
  • Redesigned Blueprint Editor UI with ā€œunified layoutā€
  • Automatic asset importing
  • Git source control support (Thanks to community member )
  • Convert Actors to Blueprint Classes
  • New Tool-tip look and feel
  • New Asset Thumbnail look and feel
  • Ability to add ā€œContent Packsā€ and " Packs" to your project through Content Browser
  • Blueprint stablility (eliminated circular dependency corruption)
  • Blueprintable components (EXPERIMENTAL!)
  • Paper2D improvements to tile map support (EXPERIMENTAL!) and 2D Terrain splines.

update also contains some important known issues which we wish to call particular attention to.

Important Known Issues in 4.7 Preview 5

UE-8819 - Physics actors are failing to Simulate
UE-8887 - Crash in Blueprint Vehicle template in UE4.7
UE-8875 - No audio playback in editor
UE-8925 - Crash occurred dragging newly converted Blueprint into level
UE-8635 - Sample games are not working once launched onto Android
UE-8873 - Mac Binary missing files for HTML5
UE-8737 - Editor crashes at exit and using drop-downs on Mac
UE-8395 - PList fails to generate on Mac

Thank you for your continued help in testing 4.7 build before its official release. As a reminder, Preview builds are for testing only, and should not be used for active development of your project.

Is UE-7793 fixed? Don’t see it listed as fixed for preview 5?

edit: never mind :slight_smile:

[=;215641]
Is UE-7793 fixed? Don’t see it listed as fixed for preview 5?

edit: never mind :slight_smile:
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Yeah foliage crash is fixed. We briefly missed it in list though.

You still have not said anything about changed decorator stuff!?
Btw, if you continue to add new features to preview, how will you ever be able to fix bugs? With new features always new bugs will appear.

Just converted my project from 4.6 to 4.7 and receiving an assertion failure at following place when starting PIE:


void UAISystem::UnregisterBlackboardComponent(UBlackboardData& BlackboardData, UBlackboardComponent& BlackboardComp)
{
	//  is actually possible, we can end up unregistering before UBlackboardComponent cached its BrainComponent
	// which currently is tied to  whole process. 
	// @todo remove  dependency
	ensure(BlackboardDataToComponentsMap.FindPair(&BlackboardData, &BlackboardComp) != nullptr);

Note is with github 4.7 branch (from today) built engine, not preview version from launcher.

I’m curious if 64 bit binary for IOS is working. I’ve tried with Preview 4 - development is working but shipping (when you upload binary to itunesconnect) won’t.

[= ;215629]
Ability to add ā€œContent Packsā€ and " Packs" to your project through Content Browser
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How exactly does one do ? I haven’t downloaded new preview build as yet, but I’ll do so later tonight. Looking forward to checking it out!

[=;215669]
How exactly does one do ? I haven’t downloaded new preview build as yet, but I’ll do so later tonight. Looking forward to checking it out!
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I was wondering same, but just found it. In Content Browser you click ā€œAdd Newā€ button up at top left and first option is ā€œAdd or Content Packā€.

Right now it is only Epic content though. I would be interested to hear how we can create our own content packs if that is possible, would save me so much . Is currently possible?