Unreal Engine 4.7 Preview

[=;215654]
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.
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Hey @,

Thanks for reporting it! I’ll patch it up ASAP, hopefully in for full 4.7 release. Thanks!

–

say something regarding changed decorator events… Please :slight_smile:

[= ;215653]
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.
[/]

We changed plans for 4.7 release a little bit . We pushed release date for 4.7 out so that we could merge in certain features that were already in development for 4.8. Preview 5 build is first Preview that includes these new features. Overall release should get more testing than any release prior, and we’re working hard to test it and squash bugs!

–

I guess 4.7 will be counted as first stable release of UE4 after .
Please dont release it too quickly, it has more features than other AAA engines already, but it needs more stability.
Most minor bugs are acceptable but at least please dont let major bugs be.

Omg, in preview 5 everything is so different DD:

[= ;215679]
say something regarding changed decorator events… Please :slight_smile:
[/]

According to our bug reports, only one decorator has been resolved for 4.7: UE-7870 BP-implemented BT decorator issues with 4.6 to 4.7 upgrade resolution had note: ā€œAdded a transition API to mitigate fallout after a drastic change in BTDecorator_BlueprintBase’s APIā€

Is that what you are about? If not, I’ll see what else I can find out.

[=;215703]
Omg, in preview 5 everything is so different DD:
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^^ Agreed

Different in a good way though, lots of UX improvements which are really nice to see. It’s going to take some to get used to new blueprint window, having viewport as a tab instead of components window, but I can see it being a saver! Only gripe is I prefer to have panels on left instead of right so I had to move things around a bit, no big deal.

Great having C++ classes in content browser as well, and new content packs (can we create our own?).

Looks really good guys! I’m liking it. :slight_smile:

Nice Job.

Any update on - UE-7000
Can we expect some fix on it? Do you neeed more information to test it?

Thanks,

Great update (as usual) guys! thanks.

I’m noticing a regression from preview 4 when attempting to launch on iOS devices. output log :

LogPlayLevel: env: 2015-02-03 19:51:56.845 instruments[91255:2424954] Failed to start Instruments daemon on ā€˜xxxx iPad (8.1.3)’ ( service is invalid.)
LogPlayLevel: env: Instruments Usage Error : Timed out waiting for device to boot: ā€œxxxxs iPad (8.1.3)ā€
LogPlayLevel: Deleting /Users/xxxxx/xxx/xxx/xxx/xxx/xxx/Saved/StagedBuilds/IOS/launch.trace
LogPlayLevel: InternalUtils.SafeFindFiles: SafeFindFiles /var/folders/v5/tg6y76193yb0wnp5jzn4fbtw0000gn/T/+Users+Shared+UnrealEngine+4.7/Logs * False
LogPlayLevel: InternalUtils.FindFiles: FindFiles /var/folders/v5/tg6y76193yb0wnp5jzn4fbtw0000gn/T/+Users+Shared+UnrealEngine+4.7/Logs * False
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.: ERROR: Exception in AutomationScripts.Automation: Client exited with error code: 255
LogPlayLevel: Stacktrace: at Project.RunStandaloneClient (System.Collections…List`1 DeployContextList, System.String ClientLogFile, ERunOptions ClientRunFlags, System.String ClientApp, System.String ClientCmdLine, AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel: at Project.RunInternal (AutomationTool.ProjectParams Params, System.String ServerLogFile, System.String ClientLogFile) [0x00000] in <filename unknown>:0
LogPlayLevel: at Project.Run (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
LogPlayLevel: Program.: ERROR: Client exited with error code: 255
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Program.: AutomationTool exiting with ExitCode=1
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Completed Launch On Stage: Run Task, : 30.108714
LogPlayLevel: RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Launch failed! Unknown Error

[= ;215629]
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-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.
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Oh God, YES! My sedatives! Someone bring me my sedatives!

UE4 Preview is but when i created new project.

I cant open my old project. Engine require rebuild project but cant do that in VS. I have 2 errors.

1>Project ā€œC:\Users\Tomasz\Desktop\UnrealProjects\Desire\Intermediate\ProjectFiles\Desire.vcxprojā€ on node 2 (Build target(s)).
1>Build:
ā€œC:\Program Files\Epic Games\4.7\Engine\Build\BatchFiles\Build.batā€ DesireEditor Win64 Development ā€œC:\Users\Tomasz\Desktop\UnrealProjects\Desire\Desire.uprojectā€ -rocket
1>EXEC : error : Couldn’t find target rules file for target ā€˜DesireEditor’ in rules assembly ā€˜DesireEditorModuleRules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null’.
Location: C:\Users\Tomasz\Desktop\UnrealProjects\Desire\Intermediate\Build\BuildRules\DesireEditorModuleRules.dll
Target rules found:

 1&gt;C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073:  command ""C:\Program Files\Epic Games\4.7\Engine\Build\BatchFiles\Build.bat" DesireEditor Win64 Development "C:\Users\Tomasz\Desktop\UnrealProjects\Desire\Desire.uproject" -rocket" exited with code -1.
 1&gt;Done Building Project "C:\Users\Tomasz\Desktop\UnrealProjects\Desire\Intermediate\ProjectFiles\Desire.vcxproj" (Build target(s)) -- FAILED.

Its some like big problem in project folder i havent Source folder. I using that project today, that happened after update.

Thanks guys.

Thanks for but I’m still disappointed there is no easy MySQL access for blueprints as it is a core gameplay mechanic and isn’t even supported so far… :frowning:

[=gegagoflow;215778]
UE4 Preview is but when i created new project.
Its some like big problem in project folder i havent Source folder. I using that project today, that happened after update.
Thanks guys.
[/]

Are you saying that neither your old project or new project had any C++ source code, but engine is trying to recompile your old project when you load it (and failing as per above)? Sorry about that. Can you try to reproduce in a new project?

–

I had base project and clone that project(When project have crush i can return to earlier version), but projects havent Source Folder and engine cant start compile. When i create new project on Preview5 engine generete normal project with source folder. I have no clue what happaned. Today thats work. 1 month work to delete. Well, when i cant repire that i will jumps through window.

[=;215733]
Great update (as usual) guys! thanks.

I’m noticing a regression from preview 4 when attempting to launch on iOS devices.
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Hi , may be same as item on our Known Issues list:
UE-8861 Regression: Windows: Cannot deploy launch on or package for iOS with latest version of iTunes

Can you confirm if you are using latest version of iTunes?

Preview 5 is amazing; I just wish UI would stay same; Makes writing books just that much harder when engine changes so much engine to engine!

Anyhow, Great work ! I’m having a blast using 4.05 ! :slight_smile:

[=;215834]
I just wish UI would stay same; Makes writing books just that much harder when engine changes so much engine to engine!
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Believe us, our Documentation team knows your pain too well. :wink:

No sound . :frowning:

Checked settings and volume is up full.

[=;215855]
No sound . :frowning:

Checked settings and volume is up full.
[/]

They put in release notes: UE-8875 - No audio playback in editor

They also tweaked Paper2DSplineActors and their collision bounds and now my beautiful grappling hook has to be reworked. Doh!

What are content / packs?