Unreal Engine 4.7 Preview

[=artoculon;219814]
Can confirm, Preview 6 VR Preview is broken. See Health Warning, but everything is black. When I press space to get rid of Health Warning, right eye goes completely dark.

Barf.
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We’re looking into one right now. We are getting a few reports of rendering errors with VR. If anyone can provide specific details about their setup and steps leading up to problems, that may help us with investigation.

[= ;219834]
We’re looking into one right now. We are getting a few reports of rendering errors with VR. If anyone can provide specific details about their setup and steps leading up to problems, that may help us with investigation.
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I posted above at post. I’ve also posted on VR forum, but essentially just taking C++ FPS template and trying it out in VR Mode (or on DK2) is completely broken. Same thing on Gear VR. Different results depending on whether I enable or disable occlusion culling, fog volume, etc… I’m using latest GitHub for past few days and of them have same issues.

  • Updated my Answer Hub post with more information on what could be causing crash and repro steps.

4.7p6 Bug Report

How do I set editor back to old behavior of creating new windows whenever I go to edit an asset?

I keep going up to right to close Cascade when I’m done editing a particle system, and closing entire project because now Cascade opens as a tab on editor screen rather than in a new window way BPs do.

[=;219858]
How do I set editor back to old behavior of creating new windows whenever I go to edit an asset?

I keep going up to right to close Cascade when I’m done editing a particle system, and closing entire project because now Cascade opens as a tab on editor screen rather than in a new window way BPs do.
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You can drag tab and tear it off window to create a new, separate, window.

VR broken
New project, 3rd Person Template, low res, no starter content, VR preview, Health warning, black/dark screen with one eye worse. wait 30 second crash.
I’m on:
Intel Core i7-4820K @ 3.70 GHz, AMD Radeon R9 200 Series, Windows 8.1, DK2 with firmware 2.12
edit: and 0.4.4 oculus runtime

For those of you with broken VR, have you upgraded your Oculus runtimes to 0.4.4? 4.7 is built against updated runtimes, and they’re essential for it to run properly.

[= Whiting;219923]
For those of you with broken VR, have you upgraded your Oculus runtimes to 0.4.4? 4.7 is built against updated runtimes, and they’re essential for it to run properly.
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Yup, I’ve been on 0.4.4 for quite some . breakage is also on GearVR which is where I first noticed (no 0.4.4 runtime for that) it then I figured I would try it on my DK2 and realized it was same. I’m using a fresh clean build of 4.7 branch, run Setup.bat, then GenerateProjectFIles and do a full build of Development_Editor and Development x64. Runtime is definitely 0.4.4, is there anything extra we need to download and place in source directory to build right?

[=Kenomica;219861]
You can drag tab and tear it off window to create a new, separate, window.
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Can it be set to do that by default? If I could remember to do that, I could just remember to close tabs instead of windows…

[]
is there anything extra we need to download and place in source directory to build right?
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Nope, that should be it. It appears there was a rendering regression in 4.7 recently. We’ll look into it. Thanks!

I have a very weird bug for 4.7 Preview 6. If I launch editor and press play, viewport becomes black. I can see my UMG UI but that’s it. I can stop and play again as many times as I want and it’s same. But if I select my camera in outliner and press play, then 3d appears. And then it woks as usual (I can stop/play even without selecting camera).

[=;219934]
Can it be set to do that by default? If I could remember to do that, I could just remember to close tabs instead of windows…
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Not that I am aware, but I honestly haven’t had much with 4.7 - I also keep closing entire engine by mistake.

Was audio fixed in preview 6?

@RoyAwesome audio is working now for me.

Split-screen is borked though. Tried a fresh 3rd person project added a second player with “create player” blueprint node in level blueprint. Only last player added shows somewhat correctly. other players it looks like culling is reversed or something because everything disappears when you turn to look at it.

[= Whiting;219923]
For those of you with broken VR, have you upgraded your Oculus runtimes to 0.4.4? 4.7 is built against updated runtimes, and they’re essential for it to run properly.
[/]

Running 0.4.4 oculus runtime. I suspect most people are? Running on AMD R9 290. Not sure that helps, seems most others are having similar problems. <3

I’m having both VR and a shadow (possibly similar to Majority), which happens without VR active. It looks like shadow buffer isn’t getting cleared or updated correctly or something and old shadows are getting pasted over my scene in places where they shouldn’t be.

DK2, 0.4.4 Runtime, GTX 780.

I just got 4.7 preview 6 and it seems like something is wrong with paper2D camera (I haven’t tried anything with 3D). It seems like it only shows upper-left quadrant and I tried with my game and example Paper2D side scrolling template. is how it looks like when I tried it with a new 2D template…

://s17.postimg.org/84vc53f3j/Screenshot_149.png

@Epic/Scrylla
I had from 4.7 github branch too. There appears to be a bug with ‘Resolution Scale’ setting (Settings button > Scalability > Engine Scalability Settings).
Restoring it to 100% should fix ; I’m not sure why it would change, perhaps auto performance monitoring?

manifests itself in two ways:

  1. In Play mode, viewport is truncated as in Scrylla’s image.
  2. In Simulate mode, resolution appears to be reduced as intended, however selection and manipulation of 3D widget is distorted/impossible.

questions/171469/repro-47-preview-cascade-colour-sliders-usability.html

Been having some issues with cascades usability lately. 4.5’s approach was much better than current. I like slider idea, but they would be much better and more intuitive if they behaved like Blueprint sliders, where value was not clamped to 1.0 if you enter a higher value.

Request!

I love new single screen blueprint editor, but!, could we get option which would open editor in seprate window instead of automatically docking it into editor window ?
I actually use on two screen setup (coz it’s !), and it’s kind of annoying when I have to undock each new window for new blueprint.