[=;216107]
Just got Preview 5 and finding new Blueprint UI a mixed bag. It’s great to have ‘Defaults’ tab moved to a pane, but now when I switch back and forth between ‘Graphs’ and ‘Viewport’ I then have to spend hiding ‘Component’ and ‘Default’ panes and bringing up ‘Palette’ and ‘My Blueprint’ panes & vice versa. isn’t efficient for and only other solution would be to have 4 panes visible, which isn’t efficient for screen space.
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Default pane is being removed in next release, defaults are just a button in toolbar now (Class Defaults), it selects CDO in standard details panel. There should be no reason left to use “Defaults” panel - that was mostly a hold over from previous version. Additionally, you can select Actor (self) root of component tree to see actor defaults (same using toolbar), and of course selecting any component shows you their defaults.
Components can be used in graph view also, you can drag components in, just like variables. It’s not entirely useless even in graph mode now.
palette is not recommended workflow. It’s not contextual and it is a slower alternative to dragging off pins and right click menu. Those menus are much easier to navigate because they’re scopped to what is actually viable. That menu has been reworked and is much better about finding things you can use. That being said, if you still encounter issues where it’s not showing functions or variables or events that it should, please report it.
For crash when loading Vehicle templates, is a known: UE-8887 - Crash in Blueprint Vehicle template in UE4.7 which we have already fixed internally for next release.
For anyone experiencing issues converting their projects from Preview 4 to Preview 5, please make a post on to Bug Reports section so we can investigate issues in depth.
As a reminder, please do not use your actual projects for development on any of Preview releases. They are only for testing, and should be considered unstable until final release. Thanks
[=;215856]
They put in release notes: UE-8875 - No audio playback in editor
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There was a bug that neglected to include per-platform engine config settings. If you need a workaround for during preview you can look in Engine\Config<Platform> and copy contents of <Platform>Engine.ini in to your DefaultEngine.ini for your project.
Any news on when we might see some official feedback on bug? Still hasn’t been addressed during 4.7’s preview builds, bit worried that a fix might not make it in for 4.7
(Plus it’ll stop me bumping thread every few days ;))
[=;215676]
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?
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Technically yes, however it is a rather manual process. You need to use UnrealPak tool to bundle up a collection of files in correct hierarchy. If you want to see how one is currently set up you can use command that looks like “UnrealPak d:\Temp\TP_FlyingBP.upack -Extract d:\Temp\FlyingBP”. exports upack to folder specified.
To make one of your own it can either be done with by directory “UnrealPak d:\Temp\TP_FlyingBP.upack -create=d:\Temp\TP_FlyingBP” which will gather up every file in directory. However, we typically use a source file that specifies which files to gather up like so “UnrealPak d:\Temp\TP_FlyingBP.upack -create=d:\Temp\TP_FlyingBP\contents.txt”, contents.txt contains a list of files (wildcards allowed) to gather up and store in pack, so in case of flying BP it looks like:
Pathing is always fun on both commandline and in contents file, may take a few tries to get it set up right, but in theory you can build one yourself
[=RedEyes;215925]
looks like I can import some Upack files from content browser, but i can’t to find way to export a selection of asset to create an Upack file by myself.
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We do have plans on essentially replacing current Export Assets functionality to write to a upack and hopefully provide mechanisms to gather up related C++ to make your own code-based packs, however, that is future work that we haven’t started on yet.
Components can be used in graph view also, you can drag components in, just like variables. It’s not entirely useless even in graph mode now.
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Components were previously listed in ‘My Blueprints’ section and could be dragged into Graph. Would it make sense to merge these two panels into one in future?
[=;216137]
palette is not recommended workflow. It’s not contextual and it is a slower alternative to dragging off pins and right click menu. Those menus are much easier to navigate because they’re scopped to what is actually viable. That menu has been reworked and is much better about finding things you can use. That being said, if you still encounter issues where it’s not showing functions or variables or events that it should, please report it.
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There is one area where ‘Palette’ faster than ‘Context Sensitive Menu’ and that is when I need to add multiple Events or Nodes to a graph in quick succession (ideally simultaneously but that’s not possible). For example, today I wanted to add my Input Events, generated in Project settings, to graph. I can refine my search using ‘Palette’ and quickly drag Inputs into Graph from there, whereas with Right Click menu I’m constantly opening it, searching in it, clicking on Events and repeating over and over again.
Is there a way to drag or group select Events and / or Nodes in ‘Context Sensitive Menu’ before creating them in a graph?
[= Audy;216162]
Technically yes, however it is a rather manual process. You need to use UnrealPak tool to bundle up a collection of files in correct hierarchy. If you want to see how one is currently set up you can use command that looks like “UnrealPak d:\Temp\TP_FlyingBP.upack -Extract d:\Temp\FlyingBP”. exports upack to folder specified.
To make one of your own it can either be done with by directory “UnrealPak d:\Temp\TP_FlyingBP.upack -create=d:\Temp\TP_FlyingBP” which will gather up every file in directory. However, we typically use a source file that specifies which files to gather up like so “UnrealPak d:\Temp\TP_FlyingBP.upack -create=d:\Temp\TP_FlyingBP\contents.txt”, contents.txt contains a list of files (wildcards allowed) to gather up and store in pack, so in case of flying BP it looks like:
Pathing is always fun on both commandline and in contents file, may take a few tries to get it set up right, but in theory you can build one yourself :).
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That actually doesn’t look too difficult, I was expecting it to be even more manual than that so I will give it a try later on. Too bad Pak tool doesn’t have a GUI yet, although it should be fairly simple to create one. Hmmm… might give that a try actually, just a simple little program to select files then run command line.
I’ve got a wonderful bug in 4.7 for you;
Matinee. Creating an event in track, saving, then heading into Level Blueprint and adding a controller:
event isn’t there.
Even if you save / compile everything and restart editor it’s not there.
To get it there, you have to do ol’ “Refresh node” method; Even when node was created after event / after everything has been compiled and saved.
Have replicated in multiple versions of Preview 5 (Source, Downloaded and various projects).
Obviously it’s not high priority but it’s a bug none–less!
[=;216156]
Any news on when we might see some official feedback on bug? Still hasn’t been addressed during 4.7’s preview builds, bit worried that a fix might not make it in for 4.7
(Plus it’ll stop me bumping thread every few days ;))
[=;216097]
Tried converting my project and found some issues. Note that ‘Preview 5’ is first 4.7 build I’ve tested.
…
PS: I do intend to post these in but like most issues these are only reproducible in my project, standard maps and Epic samples work fine. I wanted to post a dump of these issues here first as I’m swamped with project work right now and it takes a while to diligently gather information needed for raising proper bug reports for these.
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Thanks for planning to post these on to Bug Reports section, it will be better for us to investigate them individually than on here. Be sure to let us know if you are converting from 4.6.1.
[=;216264]
icons in content browser are really big. Gimme back my small tile icons please!
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You can change using “View” button at bottom of your Content Browser, or simply hold down Ctrl while scrolling mouse wheel over thumbnails. We made default size a bit bigger because Content Browser gets more screen real-estate in default layout.
[=;216264]
I have very small request. Idk, if that is in preview but from github source yesterday, icons in content browser are really big.
Gimme back my small tile icons please!
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Are you not able to change them anymore? Hold down Ctrl with your mouse cursor in content browser and scroll with MouseWheel, you should be able to change size that way.
[= ;216265]
You can change using “View” button at bottom of your Content Browser, or simply hold down Ctrl while scrolling mouse wheel over thumbnails. We made default size a bit bigger because Content Browser gets more screen real-estate in default layout.
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Yes. I did that ;). It’s set to lowest value, and they are still really big.
[=MieszkoZ;216058]
That was only way to go to make BP-implemented BT decorators work as expected - not sure if you noticed, but it was very broken
fact that you have only one “return” node in BP functions is, like said, a BP thing.
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I use many decorators and they work like I expect them to work… I have not noticed anything broken in 4.6.1?
And again, when will it be possible to have multiple return nodes in BP functions? 4.8?
Cool now in 4.7 that we forgot to mention earlier:
version of engine from Launcher now includes full engine source code and engine debugging symbols for Windows. You should be able to seamlessly step into engine code while debugging, and you will have complete call stacks after a crash. You no longer need to compile engine yourself to get full engine debugging powers.
change did make download and on-disk footprint larger, but we believe it is a super useful change and worth it. Later on we’ll figure out how to make it an optional download, perhaps. Also note that while full engine source is included, if you want to recompile editor yourself you’ll still need to pull down code from GitHub so that you have of required dependency libraries.
[= ;216306]
version of engine from Launcher now includes full engine source code and engine debugging symbols
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Great. I’ve been fighting with github last couple of days as I think being able to step through engine code is really helpful for learning, even though I have no intention of modifying engine code at point. Having integrated into launcher versions will make things a lot simpler, thanks.
[=;216232]
I’ve got a wonderful bug in 4.7 for you;
Matinee. Creating an event in track, saving, then heading into Level Blueprint and adding a controller:
event isn’t there.
Even if you save / compile everything and restart editor it’s not there.
To get it there, you have to do ol’ “Refresh node” method; Even when node was created after event / after everything has been compiled and saved.
Have replicated in multiple versions of Preview 5 (Source, Downloaded and various projects).
Obviously it’s not high priority but it’s a bug none–less!
[/]
Thank you for that report. Looks like we did find bug in testing, it is not fixed yet, but it is being looked into soon.