Unreal Engine 4.7 Preview

[=;218615]
Hey ,

We know each other, so you understand im not being a hater here. I took your advice and reinstalled launcher and finaly got option to download 4.7 preview 5 through launcher. After nearly 6GB download iget to use it. Just to find that ******** release you get through launcher isnt able to compile!!!.

Other people probably knew , but i never use launcher builds, always build from git. I thought that by downloading 4.7 through launcher id get source equivalant code included. But NO, that would make far to much sense. You dont make 4.7 preview 5 code available on git, and version you download through launcher also has no compile ability. WTF?

is a Joke right?, Why do we need 3 uncompilable versions of engine on GIT (,Other version of Promoted, and then preview WHICH DOESN’T COMPILE FOR **** BECAUSE IT’S BASICLY CONSTANTLY UPDATED SO ******* USELESS).

3 Useless builds and release, WHY IS WORKING PREVIEW BUILD NOT ON GIT. AGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!

Ready to explode right now, How do you guys at Epic think is a Release system? ******* Joke!
[/]

Hey KingBadger - launcher versions of engine are already compiled binaries for those that don’t care to bother with compiling from git source, which accounts for a very large number of our developers.

What builds are you considering useless on GitHub? I’m curious to know if something is broken, as I don’t believe we’ve seen many new issues coming from people building from source. Can you explain what you’re experiencing or what you’re attempting to do?

[=;218620]
Hey KingBadger - launcher versions of engine are already compiled binaries for those that don’t care to bother with compiling from git source, which accounts for a very large number of our developers.

What builds are you considering useless on GitHub? I’m curious to know if something is broken, as I don’t believe we’ve seen many new issues coming from people building from source. Can you explain what you’re experiencing or what you’re attempting to do?
[/]

,

I spoke to you about other day before 4.7 preview 5 was available. Im working on code for a client that needed us to use 4.7 preview code because changes made to LOD system and instancing. Downloaded 5 different git .zips of 4.7 over two days, which none compiled. Asked others who said same thing to me, 4.7 preview code from GIT does not compile.

Then checked your 4.7 preview thread which explained that 4.7 preview 5 build and whats on GIT isnt same, so you should use launcher for 4.7 preview 5. Download 4.7 Preview 5 through launcher as is ONLY working build available and find you don’t even package source with 6GB download!. WTF man!.

I cant download working 4.7 preview code from GIT, launcher version also doesnt have compile ability? WTF am i supposed to do?

Eek. Subscribed today to get a hands on with 4.7 preview 5 (and because 4.7 is due month) - I opened my 4.6.1 project as a copy in 4.7p5 and, well - it never did actually open. engine just crashes instantly with no error message or log during splash screen loading.

happens every I try opening project in 4.7.

Aside from that, I made a new project to test out 4.7 in general and I have to say - I really like new UI and icons. As a single screen user, I feel I have so much more space.

I finally have some more information about post I made…

https://.unrealengine/showthread.php?54610-Unreal-Engine-4-7-Preview&p=204981&viewfull=1#post204981

I don’t know if is a known or not, but in Preview 5 I’ve been able to track down problem, because in Preview 5 I actually get same problem in editor as well, not just built version of game, which allowed me to track it down.

So what happens is, I have base enemy blueprint that I use for my enemies. contains some exposed variables to control various things for when I create child blueprints to split out enemy types. As an example of what goes wrong, I have a socket I use for attaching a weapon, name for socket is a variable, so I have option to rename it. default value I give it is actual name of current weapon socket. So, because default value is already correct name, I don’t change it on child blueprint. And is where things goes wrong.

Basically what happens is that variable goes back to ā€œNoneā€ as name. If I change it and build game, it doesn’t matter. If I quit editor and restart, it would actually be ā€œNoneā€ at that point. If I remake child blueprint, it seems to save it, but still sometimes would go back to ā€œNoneā€.

So, what I have found is, if I make default name in base blueprint ā€œNoneā€, and then only put correct name in child blueprint, then it will save it. As long as I have to actually change value to something else in child blueprint, it will be saved. If default value is already correct in base blueprint, then in child blueprint it will basically reset. So in case of a name, it’s ā€œNoneā€, in case of a numbered variable, it’s ā€œ0ā€, with boolean, it’s ā€œFalseā€ā€¦ etc.

Every single variable I expose to use in child blueprint that I don’t change from base blueprint setting, would essentially zero out, in which case nothing really works.

So that’s that one specific problem, but there’s a similar problem with just a single blueprint, without creating child blueprints.

If I use some variables and their default values are just set on actual variable, that also ā€œzero’s outā€. I have to create on begin play a SET node to set default value, where before, I could just set it on node itself, and it would be kept as is. So, I don’t know if it’s intentional, but I can understand that it could be. but with parent/child problem, that has to definitely be a bug.

Sorry for long post, but I wanted to try and be clear about what’s going on.

[=;218624]
,

I spoke to you about other day before 4.7 preview 5 was available. Im working on code for a client that needed us to use 4.7 preview code because changes made to LOD system and instancing. Downloaded 5 different git .zips of 4.7 over two days, which none compiled. Asked others who said same thing to me, 4.7 preview code from GIT does not compile.

Then checked your 4.7 preview thread which explained that 4.7 preview 5 build and whats on GIT isnt same, so you should use launcher for 4.7 preview 5. Download 4.7 Preview 5 through launcher as is ONLY working build available and find you don’t even package source with 6GB download!. WTF man!.

I cant download working 4.7 preview code from GIT, launcher version also doesnt have compile ability? WTF am i supposed to do?
[/]

So… Launcher is a binary only experience. preview builds are just that, previews of a product YET to be released. My advice for you, is to grab 4.6.1 build via launcher, if you just need binaries. Otherwise grab stable source code here, https://github/EpicGames/UnrealEngine/releases/tag/4.6.1-release . Also make sure you grab associated binary dependencies and have right tools installed for your OS/Tool of choice, as stipulated in howto (README.md)

.

[=;218620]
What builds are you considering useless on GitHub? I’m curious to know if something is broken, as I don’t believe we’ve seen many new issues coming from people building from source. Can you explain what you’re experiencing or what you’re attempting to do?
[/]

Hi , I would like to pitch in here and add that I’ve been posting on VR forum about issues with Git version as that’s needed since I have some simple custom changes to Engine as well as for fact that I need Gear VR support. I’m having is that it seems that VR support is broken not just for Gear VR which is new and in progress, but even for Rift DK2 in general. I’ve been playing with sample FPS level and issues I’m getting are objects popping in and out due to bad occlusion culling (they don’t pop if I turn it off), shadows in wrong places for each eye, ghosting of what looks like shadow buffer being rendered as a ghost over left eye, and settings that completely break rendering like right eye not rendering at if I don’t have an active shadow volume for example.

I figured I’d bring them up here but I’m sure fixes are in progress but it would be nice to get some more of WIP fixes so we can provide real feedback on GearVR support and get a head start on testing our projects :slight_smile:

Edit: Also, typing exit in ā€œVR Previewā€ console causes editor to crash not to exit preview; hitting escape works fine and brings me back to editor

Is UMG missing from packaged games a common? Been able to replicate it again :frowning: Didn’t happen in Preview 4 but 5… Yup :frowning:

[=;218804]
Is UMG missing from packaged games a common? Been able to replicate it again :frowning: Didn’t happen in Preview 4 but 5… Yup :frowning:
[/]

Missing how? Can you send us a project that reproduces it?

[=;218809]
Missing how? Can you send us a project that reproduces it?
[/]

Sure, Let me upload to my server then I’ll post it here.

Building from source 4.7 branch as of yesterday, whenever playing in any mode other than ā€˜Simulate’ I am seeing only top left quarter of viewport rendered. rest is cut off and black. Launcher 4.7P5 has no such. Anyone else seeing with latest github build?

[=getnamo;218103]
Thanks for pointing out where fix is in source, however since plugin has to work with vanilla engine it seems I will have to disable function for 4.7 and re-enable it when fix is implemented. Would be included in 4.8?

By way, code to reproduce is available atgithub/getnamo/leap-ue4, but I believe you have found root cause correctly.
[/]

Hey - just to let you know that change should be making it into 4.7. :slight_smile:

Hey there ,

First start of Unreal Engine 4.7 preview 5 = crash , i submited report, but now , it’s fine , it’s working :o
Thank

[=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 :stuck_out_tongue:
fact that you have only one ā€œreturnā€ node in BP functions is, like said, a BP thing.
[/]

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?

two more attempts to compule 4.7 today, Error 1 error C1189: #error : ā€œPhysicsAsset.generated.h already included, missing ā€˜#pragma once’ in PhysicsAsset.hā€ D:\UnrealEngine-4.7\Engine\Intermediate\Build\Win64\Inc\Engine\PhysicsAsset.generated.h 11 1 UE4
Error 2 error C1189: #error : ā€œActor.generated.h already included, missing ā€˜#pragma once’ in Actor.hā€ D:\UnrealEngine-4.7\Engine\Intermediate\Build\Win64\Inc\Engine\Actor.generated.h 11 1 UE4
Error 3 error : Failed to produce item: D:\UnrealEngine-4.7\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-UnrealEd.lib D:\UnrealEngine-4.7\Engine\Intermediate\ProjectFiles\ERROR UE4
Error 4 error MSB3073: command ā€œā€¦..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Developmentā€ exited with code 2. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 UE4

Am i really expected to just keep downloading 4.7 code from git every few hours until one compiles. 6th day today of a 2 week contract for UE code needed in 4.7 Project and can’t even get a buid to work, Can someone please explain what im supposed to do?

@KingBadger
Hi,
I’ve downloaded from git on 6th feb UE4.7. It compiled and works for me just fine. No crashes at .

[=;219051]
two more attempts to compule 4.7 today, Error 1 error C1189: #error : ā€œPhysicsAsset.generated.h already included, missing ā€˜#pragma once’ in PhysicsAsset.hā€ D:\UnrealEngine-4.7\Engine\Intermediate\Build\Win64\Inc\Engine\PhysicsAsset.generated.h 11 1 UE4
Error 2 error C1189: #error : ā€œActor.generated.h already included, missing ā€˜#pragma once’ in Actor.hā€ D:\UnrealEngine-4.7\Engine\Intermediate\Build\Win64\Inc\Engine\Actor.generated.h 11 1 UE4
Error 3 error : Failed to produce item: D:\UnrealEngine-4.7\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-UnrealEd.lib D:\UnrealEngine-4.7\Engine\Intermediate\ProjectFiles\ERROR UE4
Error 4 error MSB3073: command ā€œā€¦..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Developmentā€ exited with code 2. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 UE4

Am i really expected to just keep downloading 4.7 code from git every few hours until one compiles. 6th day today of a 2 week contract for UE code needed in 4.7 Project and can’t even get a buid to work, Can someone please explain what im supposed to do?
[/]

Sorry if I sound offensive, but probably you should descriptions. First paragraph of topic:

[]
is an early preview of upcoming 4.7 release. Preview is only available with binary editor via Epic Games Launcher. We are modifying our preview process to release earlier in development cycle so our developer-community can help us catch issues sooner, and we will release updated previews during development cycle. Please be aware that preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

[/]

About Github - again, you should descriptions. 4.7 is a ā€œā€ branch of 4.7 version, it’s exact same copy of ā€œhotā€ version of engine that Epic use in real right now for development. Previews(4.7 Preview 1-5) in Launcher are ā€œsnapshotsā€ of semi-stable versions of "4.7 " branch. I don’t know why you decide to use branch for your work, it’s not designed for such usage as you’re trying to do.

Yep no problems compiling 4.7 here either. I’m currently on following commit if you want to try it:
https://github/EpicGames/UnrealEngine/commit/884a8bfaa89d69c381d938c060cb9ac8619e18e6

What’s reason you can’t work with launcher 4.7P5 version anyway, you need to work on an unreleased version and with custom engine modifications too??

@ ,

Not offensive . Ive seen descriptions, but that’s not point. 4.7 Preview 5 should be very close to release code as by it’s very name it’s 5th iteration with release expected within weeks. So would be a good starting point for integrating our new code into UE. As 4.7 has new LOD code and instancing code we have to use as a dev base. We have semi working code for client already but need 4.7 to test updated integration.I understand 4.7 branch is basicly a version being updated constantly, that’s my point. Why do we need a branch, a promoted branch which can’t be used for future dev tests as many things could change before that branch gets released, and a preview branch thats constantly updated so is a lottery if will compile. Would make for more sense for coders to have latest stable preview build available through launcher as a downloadable preview build that isnt updated. At least then we can use that as a base for code changes and know it will compile.

My icon 4.7 disappeared from my Launch Add. I have no idea what happened.

Help me friends!

Thank’s a lot!

Hey guys I had a quick question about update… I have 4.7 update installed and worked on a level and tried updating unreal launcher to 4.7 and it was only updating to 4.6.1. not sure why I cant update launcher?