Unreal Engine 4.7 Preview

[=;216028]
Hello I’m unable to start my project at in preview 5 it was working fine in preview 4
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a fix to was just checked into source - man I love github situation :smiley:

[=;216097]

Issue 3: Loading my game’s map crashes while loading “cached shader maps”/materials/etc. There is no error message at and logs end abruptly. starter maps load fine.
Workaround: In my 4.6 map I changed my map to be fully dynamic and ticked force no precomputed lighting and then migrated map to 4.7 Preview 5. map loads fine now although I haven’t tried turning lightmass back on and building lights.

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Hey -

If you still (hopefully) have original 4.6 project you can remove Intermediate and Saved Folders (just delete them) and then convert your project to 4.7p5. solution should fix map crash, but you will have to recompile shaders when you first open project again. Feel free though to post on and reference my name and I can keep looking into for you.

Thank You -

[= ;216248]
Hey ,

We are still looking into root cause of error. We’ll let you know once more information is available on subject!
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Cracking! Thanks :slight_smile:

[= ;216108]
is fixed for next preview release.

is in progress and might make it into next Preview release. We’ll see.

We’ve talked about . We won’t do for 4.7 but we’ll keep thinking about it. actor instance can’t currently have any variables or visual scripting attached to it, so it would be a one-way trip in many cases.

Thank you SO much for feedback and testing preview release. It’s a big help.


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See… and is why I love you guys so much… Thank you and thank you to wider Epic team. You guys have spurred a new era is engine developement :slight_smile:

[= ;216306]
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.


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Holy bucket balls!!! ^ Wow!

[= 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:


../../../Templates/TP_FlyingBP/manifest.json
../../../Templates/TP_FlyingBP/Config/config.ini
../../../Templates/TP_FlyingBP/Content/*.*
../../../Templates/TP_FlyingBP/Media/TP_FlyingBP.png
../../../Templates/TP_FlyingBP/Media/TP_FlyingBP_Preview.png

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 :slight_smile:

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.
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Thx , i tested out, and it has worked very well.

path musn’t contain any whitespace, double quotation do not protect paths, for instance batch works :


"g:\unreal engine\4.7\engine\binaries\win64\UnrealPak.exe" "G:	emp\FeaturePacks\MyContent.upack" -create="G:	emp\Samples\MyContent"

thats one didn’t :


"g:\unreal engine\4.7\engine\binaries\win64\UnrealPak.exe" "g:\unreal engine\4.7\FeaturePacks\MyContent.upack" -create="g:\unreal engine\4.7\Samples\MyContent"

that one worked within Unreal engine installation directory :


"g:\unreal engine\4.7\engine\binaries\win64\UnrealPak.exe" "..\..\..\FeaturePacks\MyContent.upack" -create="..\..\..\Samples\MyContent"

@RedEyes, I am not sure if would work, but you might be able to escape space with escpae character \

/path/path/A\ Folder/file

/path/path/A folder/file

[=;215855]
No sound . :frowning:

Checked settings and volume is up full.
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I don’t hear any sound when playing on an iOS device aswell. (preview 5)

Also iOS performance in 4.7 preview 5 seems to be way worse than with 4.6.1 . It went down from 60 fps to 30 fps on an iPhone 5 with ES2 rendering. Game Center does not login aswell. is easily verifiable with .

So I create an Actor BP and dragged it out into my scene. I then added a spline via component menu. so far. Went to edit spling and it is not editable in scene. I want to be able to edit spline in scene too. For example, I want to literally BP out a city block and I want to be able to add spline components to it and edit them in level view port. When I like it , I want to create a new BP from . Then I might want to edit spline again and apply it to BP asset or create a new one. Will be possible in future? Thanks!

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Anyone having issues getting VR mode working building from source? I had been running 4.6.x straight from GitHub for a while now but building 4.7 doesn’t seem to enable Rift for me. Even if I turn on Simple HMD which gave me option for VR Preview. I have Oculus plugin checked but not GearVR one but it just doesn’t seem to detect Rift.

[=;216749]
Anyone having issues getting VR mode working building from source? I had been running 4.6.x straight from GitHub for a while now but building 4.7 doesn’t seem to enable Rift for me. Even if I turn on Simple HMD which gave me option for VR Preview. I have Oculus plugin checked but not GearVR one but it just doesn’t seem to detect Rift.
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Are you downloading 4.7 off of GitHub? That is not same as 4.7 preview 5 that we just released. version on GitHub includes more recent commits and can cause problems due to lack of internal testing. Preview 5 is available through launcher and I would suggest trying VR with that to see if it works.

[= ;216781]
I would suggest trying VR with that to see if it works.
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Thanks, will try tonight! I am using GitHub b/c I have some simple Engine changes that I need to make for my project to work so even if preview 5 works I’ll need to wait I can build it properly like I did with 4.6.

questions/168809/ue-47-umg-cursor.html

Is a bug? If so, will it be fixed, soon? I would like to use a custom mouse cursor in my game and I really want to use UMG!

[=;216950]
questions/168809/ue-47-umg-cursor.html

Is a bug? If so, will it be fixed, soon? I would like to use a custom mouse cursor in my game and I really want to use UMG!
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We have a technician looking into that one right now. is going to see if that is intended, a workflow error or a bug and he’ll get back to you with some info and maybe some questions.

I dunno if is addressed somewhere already or I’m just doing wrong but I can’t pull down Preview 5 from launcher, when I select it I just get a subscribe button. Any other engine version works fine.

Hey ,

Is there currently a way through blueprints to check to see if a upack in content folder and if not, download it through game?

I want my game to carry a light footprint so I can distribute it through my site. Then have game download “individual content” through user selection in-game, then download it from a high bandwidth file server (Amazon S3).

[=;217032]
I dunno if is addressed somewhere already or I’m just doing wrong but I can’t pull down Preview 5 from launcher, when I select it I just get a subscribe button. Any other engine version works fine.
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Try logging out of Launcher, close it, open it again and login and try again, I have to do that sometimes and it works.

Had a totally **** day, Tried to compile 4.7 6 times over last few days. Can anyone confirm or not that 4.7 Preview 5 compiles in VS 2013 Express. i keep getting is errors, errors, errors.

Error 1 error C1083: Cannot open include file: ‘UObject/LinkerPlaceholderExportObject.h’: No such file or directory D:\UnrealEngine-4.7\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp 5 1 UE4
Error 2 error C1083: Cannot open include file: ‘LinkerPlaceholderExportObject.h’: No such file or directory D:\UnrealEngine-4.7\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp 6 1 UE4
Error 3 error C1083: Cannot open include file: ‘LinkerPlaceholderExportObject.h’: No such file or directory D:\UnrealEngine-4.7\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp 10 1 UE4
Error 4 error : Failed to produce item: D:\UnrealEngine-4.7\Engine\Binaries\Win64\UnrealHeaderTool-CoreUObject.dll D:\UnrealEngine-4.7\Engine\Intermediate\ProjectFiles\ERROR UE4
Error 5 error MSB3073: command “…..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development” exited with code 2. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 UE4

Ready to punch some one random in face

And no way is it a problem on my end, I reinstalled windows today and VS 2013 from scratch. Still does same Bloody thing.

[= ;216781]
Are you downloading 4.7 off of GitHub? That is not same as 4.7 preview 5 that we just released. version on GitHub includes more recent commits and can cause problems due to lack of internal testing. Preview 5 is available through launcher and I would suggest trying VR with that to see if it works.
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Turns out for some reason my Oculus runtime broke. I hadn’t restarted machine so it must have been a graphics or some other update that I ran that broke it. good now from both Preview 5 and GitHub. Thanks!

Tried that a few times, no dice