[=;217049]
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!
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Cheers bud, Not at any point has Epic made clear code on github for 4.7 preview doesn’t compile and that only their launcher version works. Epic fail for Devs who need to compile code to add new code to up coming release. # Epic mistake. Thanks for wasting 2 days of my Epic, Appreciated
4.7 is giving one of my plugins issues with compilation.
\Intermediate\Build\Win64\Inc\Plugins\LeapMotion\LeapHand.generated.h(18): error C4099: 'FMatrix' : type name first seen using 'class' now seen using 'struct'
c:\program files\unreal engine\4.7\engine\source\runtime\core\public\math\Matrix.h(13) : see declaration of 'FMatrix'
It appears that in reflection system, forward declarations of FMatrix specify it as a structure when it is in fact a class.
#define LEAPMOTION_LeapHand_generated_h
class ULeapFingerList;
class ULeapFrame;
class FVector;
struct FMatrix;
#define ULeapHand_EVENTPARMS
#define ULeapHand_RPC_WRAPPERS \
problem goes away and plugin compiles correctly if struct FMatrix is changed to class FMatrix, but is .generated file so change isn’t permanent.
Below is function definition that is causing reflection code in context of its UClass:
UCLASS(BlueprintType)
class ULeapHand : public UObject
{
GENERATED_UCLASS_BODY()
public:
~ULeapHand();
...
UFUNCTION(BlueprintCallable, meta = (FriendlyName = "RotationMatrix"), Category = "Leap Hand")
FMatrix RotationMatrix(const class ULeapFrame *otherFrame);
...
};
Which is simply a function that returns a FMatrix.
[= ;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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There is a old bug that is still relevant : UE-3638
questions/164456/onbeginoverlap-issue-in-bp.html
In fact, mainly when using capsule (pawn) to capsule (10m tall * 0.5m radius) collision, Begin & end overlap event are fired at same frames.
I use to create a bump when you move in big capsule. When I have Begin event, I apply an impulse to my pawn. I can see frequently that my pawn get multiple impulse because EndOverlap Event is fired so Begin is fired again (so a new impulse is set).
[=getnamo;217077]
4.7 is giving one of my plugins issues with compilation.
\Intermediate\Build\Win64\Inc\Plugins\LeapMotion\LeapHand.generated.h(18): error C4099: 'FMatrix' : type name first seen using 'class' now seen using 'struct'
c:\program files\unreal engine\4.7\engine\source\runtime\core\public\math\Matrix.h(13) : see declaration of 'FMatrix'
It appears that in reflection system, forward declarations of FMatrix specify it as a structure when it is in fact a class.
[/]
Hi,
I haven’t got a repro for your particular case, but I’ve made what is likely going to be correct fix so that it should be available in a future release.
If you want to apply fix to your copy of source, you should simply be able to add NAME_Matrix to static array inside UStructProperty::GetCPPTypeForwardDeclaration() in Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyStruct.cpp.
[=;216097]
Tried converting my project and found some issues. Note that ‘Preview 5’ is first 4.7 build I’ve tested.
Issue 1: Play In Standalone is broken due to blueprint compilation issues that manifest in standalone but not in Editor or PIE mode. It also crashes with an error Access violation - code c0000005 (first/second not available) @ unrealtype.h:996 and standalone logs complain that ‘Target’ attribute of certain blueprint nodes are not disconnected even though they are in fact connected.
Log excerpts: Error current value of ’ TargetArray ’ pin is invalid: Array inputs (like ‘TargetArray’) must have an input wired into them (try connecting a MakeArray node).
Error Variable node MyVariable uses an invalid target. It may depend on a node that is not connected to execution chain, and got purged.
Error blueprint (self) is not a SomeGameBlueprint_C, therefore ’ Target ’ must have a connection.
Workaround: None.
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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I have looked but not found a post on reported yet. I have not made any progress with as of yet. Like you said, it seems to happen in your project but not any others you’ve tried. If you get please let me know and I’ll have a look at to see if we can reproduce and what’s happening.
[=;217224]
Indeed tagging what builds and runs (or conforms to launcher builds) in 4.7 GitHub branch would be nice.
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Agreed, I searched for a tag for preview builds and didn’t find one which would make simpler. I’m sure as process matures they will do that… right guys?
I already told /, loving ui changes and overall polish going in. One of those, you thought it was good to begin with and not quite sure how they can improve, and they do
Not sure if is reported yet, but if you close ‘Details’ panel and then hit ‘Class Defaults’ or ‘Class Settings’, it doesn’t come up again.
Not too keen on BP UI changes to far, it feels a lot ‘messier’ than it did before. I know we’re used to it and can find out what is where, but I’m not sure newcomers could navigate it as easily as they could before. I’ve been using Engine almost a year and a half now and I’m struggling with it a bit.
Love new icons for Content Browser though for gameModes and suchlike!
It is quite hard to get used to at first; But once you do, You’ll understand change. It just makes production faster, cleaner and even better for single-screen Blueprinting!
I’m sure once tutorial makers out there (Me included!) start making tutorials with new UI, it’ll be even easier to get used to.
It’s not that it’s hard to get used to, but as it’s quite a big UI change; It does feel extremely overwhelming at first (Even though nothing core has actually changed!). Just give it and you’ll fall right back into swing of things
One other thing I’d like to comment on is Cascade Colour Modules, I really want to old behaviour back where you could ‘Scroll’ values up and down rather than type them in and I’d like to see that come back. Right now if you click and drag on them they are clamped from 0 to 1, which is a bit annoying. Any cap can just be removed and we can freely scroll bars around as we please?
[=;217224]
Indeed tagging what builds and runs (or conforms to launcher builds) in 4.7 GitHub branch would be nice.
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Launcher is only way for Epic to make any money. They have been very generous in putting stuff on Github but once they have sufficient market presence I expect will stop.
[=dinker99;217733]
Launcher is only way for Epic to make any money. They have been very generous in putting stuff on Github but once they have sufficient market presence I expect will stop.
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??
You pay to get access to source. So what is your point ?