[=;220073] @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:
In Play mode, viewport is truncated as in Scrylla’s image.
In Simulate mode, resolution appears to be reduced as intended, however selection and manipulation of 3D widget is distorted/impossible.
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[= ;216250]
Thanks for planning to post these on to Bug Reports section, it will be better for us to investigate them individually than on here. Be sure to let us know if you are converting from 4.6.1.
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Thanks, I’ve now posted 4.7 standalone game bug in (see link)
I also downloaded Preview 6 and tested again, there’s even more errors in standalone game mode than I found in Preview 5. Details are in thread but I wanted to call out one particular bug from 4.6 (also affecting standalone game mode) which seems to have regressed back again.
PS: Minor thing, install is now 20 GB! I’m guessing engine debug symbols that alluded are represented here. If so, would be nice to have option to exclude them.
We have just released Preview 7 for 4.7! update to preview contains an additional 25 bug fixes. Please view original post on page 1 of thread for updated “Known Issues” list.
Preview 7 has moved Blueprintable Components out of “experimental”. Please help us test new .
Create your own component types using Blueprint scripting! You can save these components and reuse them on any actor!
Click “Add Component”, then select “New Blueprint Script Component…” right at top. You can do on actors in your level, from inside any Actor Class Blueprint, and even from Content Browser’s “New Blueprint…” window.
Choose a Parent Class for your new component. “Scene Components” have a 3D position within actor, but “Actor Components” only have scripting logic. Unless you need a location for something, choose “Actor Component” for your base class. Afterwards, you’ll be prompted to save your new component as an asset.
Write Blueprint script code for your new component.
Now, you can drop component onto any actor in your scene
Thank you for your continued help in testing 4.7 build before its official release. As a reminder, Preview builds are for testing only, and should not be used for active development of your project.
We have just released Preview 7 for 4.7! update to preview contains an additional 25 bug fixes. Please view original post on page 1 of thread for updated “Known Issues” list.
Preview 7 has moved Blueprintable Components out of “experimental”. Please help us test new .
Create your own component types using Blueprint scripting! You can save these components and reuse them on any actor!
Click “Add Component”, then select “New Blueprint Script Component…” right at top. You can do on actors in your level, from inside any Actor Class Blueprint, and even from Content Browser’s “New Blueprint…” window.
Choose a Parent Class for your new component. “Scene Components” have a 3D position within actor, but “Actor Components” only have scripting logic. Unless you need a location for something, choose “Actor Component” for your base class. Afterwards, you’ll be prompted to save your new component as an asset.
Write Blueprint script code for your new component.
Now, you can drop component onto any actor in your scene
Thank you for your continued help in testing 4.7 build before its official release. As a reminder, Preview builds are for testing only, and should not be used for active development of your project.
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@ - Yes VR is fixed for me.
Created new ThirdPerson Game, Build, Save, VR Preview - works fine !!!
but minor bug (crash) when exiting VR Preview with shift F1 ->[X]. but Escape works fine
oh wow, blueprintable components ftw! how sudden move? werent they just introduced with 4.7? i really hope they’ll be stable enough for production! they’ll ease a lot of things for sure, where currently you need to spawn+link+destroy actors manually!
question: will it be possible to re-parent existing blueprints to be components? or do they have to be created from scratch?
Looks like emissive does not work in splitscreen. Just have an emissive to a material in scene then add another player via “create player” node and emissive goes away completely.
Tested with a clean 3rd person project and set one of objects to have an emissive value of 100.
Also when you add a third player everything goes black but when you add a 4th player it starts working again. Resizing window randomly makes it work again.
[=Ollinator;221033]
oh wow, blueprintable components ftw! how sudden move? werent they just introduced with 4.7? i really hope they’ll be stable enough for production! they’ll ease a lot of things for sure, where currently you need to spawn+link+destroy actors manually!
question: will it be possible to re-parent existing blueprints to be components? or do they have to be created from scratch?
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Blueprintable components are far more low level than actors. You won’t be able to reparent them, a UActorComponent doesn’t have same capabilities as an Actor in a Blueprint. We’ll be adding to it over .
To clarify, you can do a lot with components, but two big distinctions between components and actors are:
A component cannot contain other components (there is no components tree or AddComponent call available in them); we will hopefully be allowing AddComponent calls in a future release but there are some significant technical hurdles to solve first.
They cannot be placed in a level on their own; they must always be contained in an actor. However, we’ve also added ability to make ‘empty actors’ in level editor, and you can drag-drop your components into components tree on any actor in level editor, or make a Blueprint of an Actor and add them there as usual.
I’m unsure if “Bug” reported on first post regarding Sky_Sphere was regarding it being broken in Preview 7, but I can’t modify Sky_Sphere settings anymore. Refreshing doesn’t work and any changes to values don’t have effect. Restarting editor after making a change doesn’t do anything anymore. So is Sky_Sphere broken in update? It seems to be broken on current and new projects.
[=;221143]
I’m unsure if “Bug” reported on first post regarding Sky_Sphere was regarding it being broken in Preview 7, but I can’t modify Sky_Sphere settings anymore. Refreshing doesn’t work and any changes to values don’t have effect. Restarting editor after making a change doesn’t do anything anymore. So is Sky_Sphere broken in update? It seems to be broken on current and new projects.
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Yes, there are some issues with existing Blueprints. github/EpicGames/UnrealEngine/commit/78a01dba2ddc6f96f8fc971535ea038379274ea3 has fix.
You should also be able to open blueprint, compile and resave it, and then it will work correctly in levels again.
should, generally, only be true for older blueprints. Apologies for .
Are there any plans to open up Epic Games internal UE project to masses?
I would be happy if it was just -only for now but perhaps integrating Service Desk at a later date to perhaps partially or fully replace or hell go Atlassian route and purchase a JIRA+Agile 10,000+ license for $28,000 AUD (21,679 USD) and run everything internal+external on JIRA
You could than hook up whatever SSO login system Epic uses to store users (Atlassian Crowd?) between unrealengine, , Wiki and with your instance.
I feel benefits of such a move would be great and would allow for a more coherent experience for involved with Unreal Engine 4 one way or other.
P.S. I have a feeling such a move is already in works but I’d thought I would mention it nonetheless as I would very much like to see future UE- issues/tickets being hyperlinked back to source
[=;221168]
Are there any plans to open up Epic Games internal UE project to masses?
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Hi Benjamin,
I can answer with an uncertain “yes”. is something we discuss regularly and would like to adopt, although we haven’t begun process yet and have no set timeframe. Thank you for feedback and suggestions though.
I can answer with an uncertain “yes”. is something we discuss regularly and would like to adopt, although we haven’t begun process yet and have no set timeframe. Thank you for feedback and suggestions though.
Cheers
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Thank you for your quick response
I eagerly await adoption of of workflow whenever that may be
Place blueprint actor in level.
Copy or duplicate creates an instance not a copy.
is problematic for blueprints with construction scripts for random material change.
Dragging from content browser to viewport places a new blueprint actor that is not an instance and works correctly.
makes level building very slow.
ALT+Drag creates an instance as well.
[=JJ Hoesing;220566]
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?
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Here is a logfor my crash in case it helps. same process I got to build level I repeated every I compiled engine, it worked at one point then morning it just stopped. Should I open a bug report for ? Any luck reproducing?