Unreal Engine 4.7 Preview

[=;220400]
II’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.
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They just added new Tags to branches on GitHub yesterday. So each preview and actual release has it’s own tag now, which is . Have a look here for more info:
https://.unrealengine/showthread.php?58706-Preview-release-tags-available-on-GitHub

[=;220403]
They just added new Tags to branches on GitHub yesterday. So each preview and actual release has it’s own tag now, which is . Have a look here for more info:
https://.unrealengine/showthread.php?58706-Preview-release-tags-available-on-GitHub
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Yep, thanks. Will make things much easier going forward.

[=RoyAwesome;220152]
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.

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I’m happy to say both of these issues have already been fixed in 4.7 branch.

Cheers,

[=;220090]
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.
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Hey !

I hate change too however I was doing some work in Cascade and found a way to get past it at least with Color values. I think I missed hearing about one and what preferred means are to do but to get around it, I open up Color Picker and push Value field past 1. Color Picker doesn’t seem to clamp it but if you type directly in field within details panel, it will clamp it back again.

Been missing from community lately but hope you guys are doing well!

[=Scrylla;220057]
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

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Hi Scrylla and ,

I haven’t been able to reproduce , but several other people have had same with Preview 6. We’re tracking on here:

questions/171697/ue-47p6-only-seeing-14-of–screen-while-playing.html

While we investigate here, please provide any other details you can add to that post. In meantime, it appears that setting Resolution Scale to 100% is working around for now. Thanks!

Any GearVR performance tips for preview build? I managed to get it to run FPS template from latest GitHub, shadows weren’t working on cubes as-of morning but from above I know it is in pipeline. I did manage to get it to hit 60FPS by changing skydome and using a simpler one as well as turning off AA, blur, lens flares, bloom, no mobile hdr, etc…

Performance even at 60FPS feels laggy though and evidence is that when you move your head quickly you feel like there is a reduced FOV due to timewarp kicking in and you seeing left edge that has been warped. Are there any guidelines? Is performance going to improve further in release and just being held back a bit or is what we see right now what we will get for 4.7 final? Also, any tips on how buttons and trackpad are mapped in unreal for use in blueprints?

Thanks!

Just opened up a test project in 4.7 preview 6 and noticed content browser icons don’t resize correctly. They stay itty bitty now and cutoff some of words. Not sure if that was reported or not. I’d post a pic, but forum is being weird about posting it now. =)

[=;220444]
Hi Scrylla and ,

I haven’t been able to reproduce , but several other people have had same with Preview 6. We’re tracking on here:

questions/171697/ue-47p6-only-seeing-14-of–screen-while-playing.html

While we investigate here, please provide any other details you can add to that post. In meantime, it appears that setting Resolution Scale to 100% is working around for now. Thanks!
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I think Resolution Scale IS . In my project which isn’t Paper2D, Setting editor to “Lowest” (With resolution scale set at 25% causes to happen in Editor.

I don’t think it’s an at , I think it’s actually to do with when you test your project out, screen obviously won’t re-size to resolution scale / It doesn’t upscale from percentage. So if you’re working on a 1920 x 1080 screen (With 1920 x 1080 PIE set), playing it with resolution scale set to 25% will cause it load at 1920 x 1080 window with game filling 25% of window.

I’ve confirmed that VR appears to be broken in 4.7 Preview 6. VR is working in latest 4.7 code, so hopefully that fix should be in next preview build.

[=JJ Hoesing;220493]
I’ve confirmed that VR appears to be broken in 4.7 Preview 6. VR is working in latest 4.7 code, so hopefully that fix should be in next preview build.
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Thanks, JJ! Any rough ETA on next preview build?

[=JJ Hoesing;220493]
I’ve confirmed that VR appears to be broken in 4.7 Preview 6. VR is working in latest 4.7 code, so hopefully that fix should be in next preview build.
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Would really love some feedback on how to get decent performance. Just a basic guide for what we can expect. Managed to get 60fps as mentioned above but still feels like warp is kicking in and not sure how much further performance will improve and what can be used.

[=JJ Hoesing;220493]
I’ve confirmed that VR appears to be broken in 4.7 Preview 6. VR is working in latest 4.7 code, so hopefully that fix should be in next preview build.
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Would really love some feedback on how to get decent Gear VR performance. Just a basic guide for what we can expect. Managed to get 60fps as mentioned above but still feels like warp is kicking in and not sure how much further performance will improve and what can be used.

[=;220490]
I think Resolution Scale IS . In my project which isn’t Paper2D, Setting editor to “Lowest” (With resolution scale set at 25% causes to happen in Editor.

I don’t think it’s an at , I think it’s actually to do with when you test your project out, screen obviously won’t re-size to resolution scale / It doesn’t upscale from percentage. So if you’re working on a 1920 x 1080 screen (With 1920 x 1080 PIE set), playing it with resolution scale set to 25% will cause it load at 1920 x 1080 window with game filling 25% of window.
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It’s not intentional. low-res target from resolution scale should then be upscaled to size of window. It was transiently broken in 4.7 (I saw it last weekend but it was fixed when I synced on late Monday), so it should be fixed in next preview build.

Cheers,

I’m not sure of exact date, sorry. GitHub should already have fix if you’re building from source.

Re: GearVR performance, I’m working on a doc right now actually. short version is: avoid any form of dynamic lighting. It’s still a mobile device, rendering 2048x1024 at 60Hz while trying to avoid thermal throttling. Static lightmaps, and rolling your own simple lighting in an emissive-only shader are going to get you pretty far.

other thing to adjust are CPU and GPU clocks. UE4 currently defaults to 2,2. If you need more GPU and are willing to sacrifice CPU perf, you can set it to GPU 3 CPU 1:

[GearVR.Settings]
CpuLevel=1
GpuLevel=3

As for timewarp, it should be pretty obvious how much it’s kicking in, as it will fill in from sides of eye with black. If you see a lot of black encroaching on image when turning your head quickly, then that’s timewarp. You’ll always get to some degree, but if you’re hitting 60 reliably, it shouldn’t be too bad. If that’s not what you’re seeing, then we’ll want to take a look and see what’s going on.

in last preview when you biuld as html5, game is build as windows game

Thanks JJ, that was very useful. Looking forward to release of that document!

Sadly latest build from GitHub on Gear VR causes it to launch Oculus Home rather than my app. My build from morning launched fine on Gear, now it says: connect to headset, when I do that rather than opening it beeps as it did before then launches Oculus Home. Is there a regression there like app crashing? Are any logs necessary or can be reproduced by others? Was quite excited to try out some of tips you gave JJ, especially disabling dynamic lights and so on to see if that helped. Thanks again!

Hmm, that usually means app has crashed. I’ll take a look and see if I get same behavior. Are you still on KitKat, or have you upgraded to Lollipop?

It is a T-Mobile Note 4 so it is still KitKat. Not tweaked and nothing installed as just using for dev purposes. Only real tweak to project since morning was to update material to use mipmap with sharpen4 on a few textures.

[= Robb;218893]
Hey - just to let you know that change should be making it into 4.7. :slight_smile:

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Great news :slight_smile: