Unreal Engine 4.7 Preview

[=;220104]
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.
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I agree, I think kind of thing is really important for ease of use. Some flexible configurations for which things to open in new tab/new window would be great.

Kind of related, do other people have a weird with Alt-tab and multiple windows in UE? Sometimes it can’t seem to decide if it has two windows or one (from an OS point of view) and one window will not show even when selected until other window is minimized.

[=;220104]
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.
[/]

Actually it’s not docking into window, it’s docking into active window. So, if your active window is another small-windowed-blueprint, it will dock right here and etc.

I’m seeing some… eccentricities… with blueprint UI that are new in Preview 6.

When I create a Variable or Function in a blueprint, it attempts to rename whatever is above it in tree. includes category headers.

When I change a property of a variable (it’s name, whether or not it’s replicated, it’s type, etc) change takes effect then variable becomes unselected. means I have to reselect Variable to change additional properties. Kinda annoying.

Dragging a variable (or function) onto graph doesn’t always work first . Sometimes I have to drag variable multiple times to get node to insert. Sometimes it works first . Not sure what is going on there.

I see that I can drag components from component list on graph, but sometimes doesn’t work. I don’t have a repro case… it appears random.

I just tried 4.7.0p6 on my current project, and was pleasantly surprised to find it stable! I had tried p3 before, but got crash issues with ‘spawn actor from class’ nodes ( link), which doesn’t happen in p6, so good work Epic!

I was checking it out since I’ve run into what I think is a BP circular dependency problem in 4.6.1, but I can’t for life of me nail it to simplest case. It’s not present in 4.7.0p6 though, so I guess that answers ‘will I upgrade’ question. Now I’m really looking forward for 4.7.0; stability >> features every .

Keep it up Epic!

[=RoyAwesome;220152]
I’m seeing some… eccentricities… with blueprint UI that are new in Preview 6.

Dragging a variable (or function) onto graph doesn’t always work first . Sometimes I have to drag variable multiple times to get node to insert. Sometimes it works first . Not sure what is going on there.

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aaaah here i thought i just hadn’t had enough coffee morning, it kept doing to me too and it seemed weird. unselecting bug is pretty annoying too!

*waves to a fellow * :cool:

Hi everybody, anyone is experiencing same problem with oculus rift on last preview?

questions/171548/47-preview-6-oculus-rift-not-working-properly.html

Here’s an idea for 4.7

content browser is located along bottom of screen now. What if you changed details panel to have three tabs (i.e. Content, Details, Settings). way you could have a much larger space for level window.

Perhaps and even better idea would be to add a “Content” tab to mode screen window. I don’t usually use these both at same .

[=Demolition Man;220227]
Here’s an idea for 4.7

content browser is located along bottom of screen now. What if you changed details panel to have three tabs (i.e. Content, Details, Settings). way you could have a much larger space for level window.

Perhaps and even better idea would be to add a “Content” tab to mode screen window. I don’t usually use these both at same .
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I could see how in a general case a lot of users might want to have both content browser tab and details/settings also visible at same to make changes on currently selected objects.

If you want to configure editor layout to have three tabs under same area can’t you just drag and drop them into same area now though?

[=Majority;219800]
Ok thanks,

By way, i have encounter an with 4.7.6, shadows are not working properly on movable objects, shadows disappears and sometimes it shows only a black square on movable objects
also is not working on “Cast Inset Shadow”
is already known?

Regards
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Hey Majority -

Thank you for your report, I was able to track down and report and it appears to be fixed in our internal branch of engine. We are trying to get that fix moved up to next preview release of engine. In meantime, if you are using a stationary directional light you can set Cascading Stationary Distance to any value above 0 and it will offer a temporary fix. For Spot and Point Lights there is not currently a workaround. Stay Tuned for more information as we get.

EDIT - Fixed in Release Branch and should be coming with 4.7 preview 7.

Thank You

is it still impossible to launch on android?

[=;220258]
Hey Majority -

Thank you for your report, I was able to track down and report and it appears to be fixed in our internal branch of engine. We are trying to get that fix moved up to next preview release of engine. In meantime, if you are using a stationary directional light you can set Cascading Stationary Distance to any value above 0 and it will offer a temporary fix. For Spot and Point Lights there is not currently a workaround. Stay Tuned for more information as we get.

Thank You
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Thanks for update Eric.
I will be following thread and I will be hunting for bugs as I explore engine

Regards.

[=;219997]
@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.
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Hey -

I tested split screen and had same rendering happen for me. has been reported to our internal tracking database (UE-9626) for further investigation. Thanks for informing us and let us know if there’s anything else you come across.

Cheers

[=Demolition Man;220227]
Here’s an idea for 4.7

content browser is located along bottom of screen now. What if you changed details panel to have three tabs (i.e. Content, Details, Settings). way you could have a much larger space for level window.

Perhaps and even better idea would be to add a “Content” tab to mode screen window. I don’t usually use these both at same .
[/]

I personally put content browser onto my second monitor, but otherwise keep it in a very similar configuration.

Only difference is I make Scene Outliner and Modes into one panel with two tabs on top of right hand side, then Details & World Settings as two tabs below (and sometimes 3 tabs with Content Browser).

If you don’t have a second screen, moving of tabs to right hand side leaves you with a pretty decent sized viewport. Even if you do have two screens it makes a big difference, something I have done since day one (or two…). :slight_smile:

Ok One last Attempt to get some help from Devs. As ive made clear not a single version of preview builds works for me when compiling. Ive reinstalled windows, reinstalled vs 2013 Express, Uninstalled VS 2013 Express and installed VS 2013 Community and still doesnt compile. I can compile RELEASE builds just fine. guy i work on code with got a build to compile on his end but he has VS 2013 Ultimate version, he then sent me . of code he’s using and that doesnt compile for me either. IT HAS TO BE AN ON YOUR END. fatal Errors i get are from missing #pragma once in Generated.h files. latest attept to build (number 15) gave me these error messages.

Error 1 error C1189: #error : “PhysicsAsset.generated.h already included, missing ‘#pragma once’ in PhysicsAsset.h” D:\UnrealEngine-EmpressDragoon\Engine\Intermediate\Build\Win64\Inc\Engine\PhysicsAsset.generated.h 11 1 UE4
Error 2 error C1189: #error : “Actor.generated.h already included, missing ‘#pragma once’ in Actor.h” D:\UnrealEngine-EmpressDragoon\Engine\Intermediate\Build\Win64\Inc\Engine\Actor.generated.h 11 1 UE4
Error 3 error : Failed to produce item: D:\UnrealEngine-EmpressDragoon\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-UnrealEd.lib D:\UnrealEngine-EmpressDragoon\Engine\Intermediate\ProjectFiles\ERROR UE4
Error 4 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

Ive asked people on here who have VS 2013 Express or Community to tell me if they can compile but been totally ignored.

Can you PLEASE get someone to install express or community onto a fresh machine with no previous VS builds on and test to see if YOU can get it to compile with free VS tools. has been driving me for over a week now and desperately need to test some code for a client in 4.7 Preview.

FOR LOVE OF GOD HELP ME, ONE MONITOR HAS ALREADY COME TO AN END WITH A FIST SHAPED HOLE.

Cheers

I’m using 2013 express, no issues building from source.

[=;220383]
i’m using 2013 express, no issues building from source.
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your kidding me!, wtf!.

preview code right?

I’ve had very little issues compiling from 4.7 branch - I’m using Visual Professional Edition 2013

if you are doing it clean and following instructions maybe express isn’t supported

[=;220386]
I’ve had very little issues compiling from 4.7 branch - I’m using Visual Professional Edition 2013

if you are doing it clean and following instructions maybe express isn’t supported
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Are you guys on Win7? I am.

[=;220388]
Are you guys on Win7? I am.
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I’m on Win 8.1 and using VS 2013 Community edition, I have downloaded and built source for preview 3, 5, and 6 without any issues. Build was successful on my first try. I remember reading you recently re-installed everything, just to make sure did you re-install DirectX 2010 Redistributable pack as well? If not that could be problem.

But fastest way to get up and running is to copy and paste of relevant info into a Bug Report on . Please post it there, and leave a link to it here so dev’s can help you out, I will keep an eye on it for you king.

I’m also on 8.1.
I’ve been building 4.7, yeah. Various github commits, though I doubt any of them lined up precisely with specific preview releases. I checked out one commit that didn’t compile, but other have been fine.