In version 4.7 preview 7 I cannot make day and night cycle working, light rotates but sun stays in place
I have follow several tutorials(?v=fgvsAdJHX1E), none of methods are working on UE 4.7 preview7.
[=Majority;221836]
In version 4.7 preview 7 I cannot make day and night cycle working, light rotates but sun stays in place
I have follow several tutorials(?v=fgvsAdJHX1E), none of methods are working on UE 4.7 preview7.
[/]
was reported earlier today. I took a look and itâs fixed in our latest build of 4.7. Unfortunately, itâs broken with p7. should be resolved with next release.
Thanks for taking to report though. Itâs always appreciated!
Great work on previews guys. I love new blu-components and component editing in scene. Love fact that a bunch of issues I had with new component editing in scene and instances has been fixed. So my list now looks like :
- I can create an empty actor in scene ()
- I can create a component in C++/blueprints and attach it to an actor in scene ()
- Hot reload of C++ components causes crash in editor for me (Not good) (VS2014 - windows 8)
- Once I have an actor I like, I can create a blueprint of that actor()
- I can place my blueprint around scene and then alter one of instances, for example, change position of a child cube static mesh, for that one instance that is a little different from every other BP actor()
- I can then apply my changes to one instance, to other instances and update original asset ()
- I can modify one instance (change location of a child cube to be slighting left) and another instance(change location of a child cube to be to right) and then change something that neither has modified from default and apply only that new change to instances (non destructive for my per instance changes in scene) <---- !!!
- If I click on an instance with position changes in children and select âReset instance to Changes to Blueprint defaultâ, nothing happens and changes are not reverted back to default (Not good)
- I canât delete a child in an instance (in scene), I can only do in blueprint editor (Not great)
- If I add a spline component to an actor, I canât edit it in scene. (Not good)
I think it would be to take an instance I just modified and have option to create a NEW blueprint from that instance too. Effectively creating a new blueprint, breaking that instance from original and replacing it with new blueprint asset instance.
Thanks guys and great work
.
[=dmo9001;221835]
Iâve run into a problem after upgrading from 4.7 preview2 to preview7, has anyone seen error below when trying to âCook Content for Windowsâ. Is packaging broken for Windows in Preview 7?
I get error both with my own project and when I have created a new project using First-Person shooter template:
MainFrameActions: Cooking (Windows): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Documents\Unreal Projects\Test_Compile\Test_Compile.uproject
MainFrameActions: Cooking (Windows): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Cooking (Windows): Program.: ERROR: AutomationTool terminated with exception:
MainFrameActions: Cooking (Windows): Program.: ERROR: Exception in mscorlib: Requested value âWindowsNoEditorâ was not found.
MainFrameActions: Cooking (Windows): Stacktrace: at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
MainFrameActions: Cooking (Windows): at System.Enum.Parse(Type enumType, Strin
MainFrameActions: Cooking (Windows): g value, Boolean ignoreCase)
MainFrameActions: Cooking (Windows): at AutomationTool.ProjectParams.SetupTargetPlatforms(Dictionary2& DependentPlatformMap, CommandUtils Command, List
1 OverrideTargetPlatforms, List1 DefaultTargetPlatforms, Boolean AllowPlatformParams, String] PlatformParamNames) MainFrameActions: Cooking (Windows): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList
1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable1 StageNonMonolithic, String UE4Exe, String SignPak, List
1 ClientConfigsToBuild, List1 ServerConfigsToBuild, ParamList
1 MapsToCook, ParamList1 DirectoriesToCook, String InternationalizationPreset, ParamList
1 CulturesToCook, ParamList1 ClientCookedTargets, ParamList
1 EditorTargets, ParamList1 ServerCookedTargets, List
1 ClientTargetPlatforms, Dictionary2 ClientDependentPlatformMap, List
1 ServerTargetPlatforms, Dictionary2 ServerDependentPlatformMap, Nullable
1 Build, Nullable1 Cook, String CookFlavor, Nullable
1 Run, Nullable1 SkipServer, Nullable
1 Clean, Nullable1 Compressed, Nullable
1 UseDebugParamForEditorExe, Nullable1 IterativeCooking, Nullable
1 CookOnTheFly, Nullable1 CookOnTheFlyStreaming, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String DLCName, Nullable
1 NewCook, Nullable1 CrashReporter, Nullable
1 DedicatedServer, Nullable1 Client, Nullable
1 Deploy, Nullable1 FileServer, Nullable
1 Foreign, Nullable1 ForeignCode, Nullable
1 LogWindow, Nullable1 NoCleanStage, Nullable
1 NoClient, Nullable1 NoDebugInfo, Nullable
1 NoXGE, Nullable1 Package, Nullable
1 Pak, Nullable1 Prereqs, Nullable
1 NoBootstrapExe, Nullable1 SignedPak, Nullable
1 NullRHI, Nullable1 FakeClient, Nullable
1 EditorTest, Nullable1 RunAutomationTests, String RunAutomationTest, Nullable
1 CrashIndex, Nullable1 Rocket, Nullable
1 SkipCook, Nullable1 SkipCookOnTheFly, Nullable
1 SkipPak, Nullable1 SkipStage, Nullable
1 Stage, Nullable1 Manifests, Nullable
1 CreateChunkInstall, Nullable1 Unattended, Nullable
1 NumClients, Nullable1 Archive, String ArchiveDirectoryParam, Nullable
1 ArchiveMetaData, ParamList1 ProgramTargets, Nullable
1 Distribution, Nullable1 Prebuilt, Nullable
1 RunTimeoutSeconds, String OverrideMinimumOS, Nullable1 IterativeDeploy) MainFrameActions: Cooking (Windows): at BuildCookRun.SetupParams() MainFrameActions: Cooking (Windows): at BuildCookRun.ExecuteBuild() MainFrameActions: Cooking (Windows): at BuildCommand.Execute() MainFrameActions: Cooking (Windows): at AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Cooking (Windows): at AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Cooking (Windows): at AutomationTool.Program.MainProc( )
MainFrameActions: Cooking (Windows): at AutomationTool.InternalUtils.RunSingleInstance(MainProc , )
MainFrameActions: Cooking (Windows): at AutomationTool.Program.()
MainFrameActions: Cooking (Windows): Program.: ERROR: Requested value âWindowsNoEditorâ was not found.
MainFrameActions: Cooking (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Cooking (Windows): Program.: AutomationTool exiting with ExitCode=1
MainFrameActions: Cooking (Windows): Domain_ProcessExit
MainFrameActions: Cooking (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Cooking (Windows): copying UAT log filesâŚ
MainFrameActions: Cooking (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Cooking (Windows): BUILD FAILED
[/]
Hmmm⌠no problem here. Are you using File | Package | Windows (64-bit), and are you on , 8, 10? Iâm on 8.1 and I just ran that successfully. You might have a with your mono installation perhaps.
.
[=;221793]
Some VR and Gear VR related bugs on latest GitHub build:
- doesnât seem to capture mouse anymore, so if fullscreen mouse is outside, and if I click in screen to capture it doesnât really get captured
- Gear VR doesnât seem to render shadows on dynamic objects (eg: FPS starter template), when I set them to static shadows get added as part of lighting build
- Gear VR rendering ground on FPS template as highly reflective, doesnât have that, Iâve set lighting to static, cubes to static, turned on temporal AA, mobile HDR is off
Otherwise looks good so far and reducing dynamic objects and tuning texture sizes and so on has helped get performance to 60FPS on a simple enough test that I can build on.
[/]
Also found one more:
4) Gear VR rendering of UMG in 3D space showing texture flipped on vertical axis compared to PC, also not sure how to interact with it yet but thatâs not a bug
Iâm not sure whether has already been reported but I converted a copy of my project (my ocean demo project) from 4.6.1 over to 4.7 - Preview 7 without any, load up project everything looks and works as expected. But after I save & close project and then re-open it again later everything in scene is missing its material:
https:///file/d/0B3u_RPl4K60iaVBFdmhtQjh0Tkk/view?usp=sharing (didnât want to clutter thread with large images)
I can open up my Skydome or Ocean blueprints and both show up correctly with materials applied in blueprint viewport. I have tried re-compiling materials/blueprints, rebuilding level (lighting is dynamic so no building lights), closing/re-opening, re-compiling code, etc, but nothing changes. I can however take a backup of map from one of autosaves and place it into my maps folder, and then re-open editor and everything is just fine. After saving and re-opening again I go back to image shown above with no materials applied.
Any ideas what could be causing ? Thanks!
Had same problem on some of my materials,mostly foliage mostly, and to fix it I changed lighting model (to 2 sided foliage) and that fixed it. Did you try a basic material?
Crash
- Created an actor component in C++ that has a UHierarchicalInstancedStaticMeshComponent sub-component.
InstancedStaticMeshComponent = ObjectInitializer.CreateDefaultSubobject<UHierarchicalInstancedStaticMeshComponent>(, TEXT(âInstancedStaticMeshComponentâ));
InstancedStaticMeshComponent->AttachTo(RootComponent);
-
Open editor, create BP with as base class.
-
Click InstancedMeshComponent sub-component, set static mesh to Shape_Cube
-
Click + to add a new Instance
BOOM!
MachineId:90CA70F64887740848F2EABB038CB415
EpicAccountId:34ca8bfc5df04851b7360b2cce452f55
Unknown exception - code 00000001 (first/second not available)
Assertion failed: InComponent->InstanceReorderTable.Num() == InComponent->PerInstanceSMData.Num() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp] [Line: 599]
KERNELBASE + 24684 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Engine!FHierarchicalStaticMeshSceneProxy::FHierarchicalStaticMeshSceneProxy() + 342 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:599]
UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::CreateSceneProxy() + 133 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:1819]
UE4Editor_Renderer!FScene::AddPrimitive() + 656 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\rendererscene.cpp:411]
UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() + 228 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:924]
UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() + 350 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\public\componentreregistercontext.h:67]
UE4Editor_Engine!UActorComponent::PostEditChangeProperty() + 100 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:483]
UE4Editor_Engine!UPrimitiveComponent::PostEditChangeProperty() + 529 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:552]
UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() + 211 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:289]
UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() + 584 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\propertynode.cpp:1931]
UE4Editor_PropertyEditor!FPropertyValueImpl::AddChild() + 1462 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:1103]
UE4Editor_PropertyEditor!FPropertyHandleArray::AddItem() + 87 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2678]
UE4Editor_PropertyEditor!FPropertyEditor::OnAddItem() + 231 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\presentation\propertyeditor\propertyeditor.cpp:201]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,FPropertyEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() + 44 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,FPropertyEditor,0,void __cdecl(void)>::ExecuteIfSafe() + 54 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_PropertyEditor!SDetailsViewBase::Tick() + 795 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\sdetailsviewbase.cpp:687]
UE4Editor_SlateCore!SWidget::Paint() + 915 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:638]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_Slate!SSplitter::OnPaint() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\ssplitter.cpp:169]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_Slate!SBox::OnPaint() + 478 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\sbox.cpp:176]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_Slate!SBorder::OnPaint() + 792 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\sborder.cpp:101]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_Slate!SSplitter::OnPaint() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\ssplitter.cpp:169]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_Slate!SSplitter::OnPaint() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\ssplitter.cpp:169]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_Slate!SBorder::OnPaint() + 792 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\sborder.cpp:101]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_Slate!SSplitter::OnPaint() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\ssplitter.cpp:169]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
UE4Editor_SlateCore!SWindow::PaintWindow() + 54 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swindow.cpp:1660]
UE4Editor_Slate!FSlateApplication::DrawWindowAndChildren() + 596 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:927]
UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() + 1473 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1107]
UE4Editor_Slate!FSlateApplication::Tick() + 2879 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1323]
UE4Editor!FEngineLoop::Tick() + 4447 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2284]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
[=TommyBear;221916]
Great work on previews guys. I love new blu-components and component editing in scene. Love fact that a bunch of issues I had with new component editing in scene and instances has been fixed.
[/]
Great feedback. Thank you. More bug fixes and improvements in system will be in next preview release, hopefully early next week. Some of issues you mentioned are known and wonât be able to be addressed for 4.7, but weâll keep working on it. Unlocking ability to edit components on actors directly in world has opened up a lot of new workflows and exposed some areas where weâll need to improve existing components, as well as continue to unify features that are available in Blueprint Editor with level editor.
â
[= ;222160]
Great feedback. Thank you. More bug fixes and improvements in system will be in next preview release, hopefully early next week. Some of issues you mentioned are known and wonât be able to be addressed for 4.7, but weâll keep working on it. Unlocking ability to edit components on actors directly in world has opened up a lot of new workflows and exposed some areas where weâll need to improve existing components, as well as continue to unify features that are available in Blueprint Editor with level editor.
â
[/]
Excellent stuff ! Thank you very much for teamâs efforts!.
.
I seem to have angered Unreal gods and made a BP setup that results in an instant crash. Basically I have a startup map with a Payload BP. In its graph, it handles begin play event, and then assigns to BPs it has, in properties on itself, to properties of an GameInstance derived BP. It then immediately changes maps. idea is that BPs in question are now referenced and donât go away when I change maps, making them persistent.
Report is here:
questions/173071/bug-instant-crash-attempting-to-run-attach-project.html
Minimal project is here:
s/iomucxtavtrersz/ZQ.?dl=0
.
EDIT: is one Windows 8.1
EDIT2: Setting a timer and waiting a little bit before changing maps does not fix
EDIT3: Some debug info:
Message and Callstack:
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Editor\UnrealEd\Private\Editor.cpp] [Line: 6987]
World /Game/Rooms/UEDPIE_0_StartupRoom.StartupRoom not cleaned up by garbage collection!
( is not currently rooted)
KERNELBASE.dll!UnknownFunction (0x00007ffb546b606c) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x00007ffb385a68d4) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FMsg::Logf__VA() (0x00007ffb384276df) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
UE4Editor-UnrealEd.dll!UEditorEngine::VerifyLoadMapWorldCleanup() (0x00007ffb33cf170f) + 143 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:6987]
UE4Editor-Engine.dll!UEngine::LoadMap() (0x00007ffb2e54f5da) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:8733]
UE4Editor-Engine.dll!UEngine::Browse() (0x00007ffb2e51bdc2) + 40 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:8144]
UE4Editor-Engine.dll!UEngine::TickWorldTravel() (0x00007ffb2e5672fd) + 63 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:8311]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() (0x00007ffb33cedcd5) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1267]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() (0x00007ffb341a7456) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor.exe!FEngineLoop::Tick() (0x00007ff7ab1f0263) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor.exe!GuardedMain() (0x00007ff7ab1e267c) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() (0x00007ff7ab1e26ea) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() (0x00007ff7ab1f2219) + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor.exe!__tmainCRTStartup() (0x00007ff7ab1f3159) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ffb564216ad) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffb571deb64) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffb571deb64) + 0 bytes [UnknownFile:0]
[=TommyBear;221926]
Hmmm⌠no problem here. Are you using File | Package | Windows (64-bit), and are you on , 8, 10? Iâm on 8.1 and I just ran that successfully. You might have a with your mono installation perhaps.
[/]
Thanks , no Mono install here. I just tried to build using File->Package->Windows (64-bit) and it worked so I donât know. I thought you always had to âCook Contentâ before building so I guess I just stopped there when it didnât work.
âCook Content for Windowsâ File menu option still errors out for me though, even after a successful build. I guess itâs not important for now seeing as I can build/package.
[=dmo9001;222237]
Thanks , no Mono install here. I just tried to build using File->Package->Windows (64-bit) and it worked so I donât know. I thought you always had to âCook Contentâ before building so I guess I just stopped there when it didnât work.
âCook Content for Windowsâ File menu option still errors out for me though, even after a successful build. I guess itâs not important for now seeing as I can build/package.
[/]
Oh right⌠I totally misread that! Yeah I never actually cook, I just striaight out package and have it cook for me. That is a bug I imagine, you should be able to just cook for a platform.
.
UPDATE: is , below v
So with preview 7, I can override a base function in BP, which is excellent btw, however when I implement my override in derived BP, I canât call parent implementation⌠is intentional or work in progress? It is actually terribly limiting, as I want my parent BP to have common boilerplate funtionality and then I want by derived BP to call parent to perform functionality and then add some more specialized functionality on top. Is calling parent function in a derived overriden child function possible at ?
.
EDIT: Also noticed that functions in a parent BP are not overridable in a derived BP unless they have return parameters⌠is that also intentional?
EDIT2: ^ above is intentional
EDIT3: OMG, you just right click function node and select âAdd call to parentâ⌠mind blown
Testing Preview 7âŚ
I have some custom trigger boxes I use for game play purposes, created using blueprints. In construction script, I set some material values for color changes, and scale values. material values work fine, but scale value does not work anymore.
I use a SetWorldScale3D node to set scale. It used to work before, and triggers I have in my level that I placed in an older version, is still scaled correctly, but I canât change it and placing any new ones canât be scaled at either.
Iâve re-compiled blueprint, tried recreating nodes, tried using relative scale in stead, none of that works, so Iâm assuming a possible bug in there.
EDIT:-
could be transforms, not just scale. I have another blueprint that I use for a game play with components I control like location and also scale and none of that works either. Existing stuff seems to hold itâs setup, but trying to make changes or adding new blueprints to scene and then changing those settings, doesnât work.
Hi,
first, thanks for Blueprint Components, these are biggest change for me and get me to rewrite my whole marketplace asset to components, since they are much cleaner and easier to handle for users
Though, there is still an with replication of variables not working with components, which would be a nogo if doesnt work (see post).
Cheers,
[= ;220912]
UPDATE!
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 âKnown Issuesâ list.
Preview 7 has moved Blueprintable Components out of âexperimentalâ. 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 âAdd Componentâ, then select âNew Blueprint Script ComponentâŚâ right at top. You can do on actors in your level, from inside any Actor Class Blueprint, and even from Content Browserâs âNew BlueprintâŚâ window.
- Choose a Parent Class for your new component. âScene Componentsâ have a 3D position within actor, but âActor Componentsâ only have scripting logic. Unless you need a location for something, choose âActor Componentâ for your base class. Afterwards, youâll 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.
[/]
Great news, release seems a lot better than preview 6 on OS X. It took around 12 hours to go through UMG inventory video series on preview 6, editor was literally crashing anywhere from every 10 seconds to every ~3 minutes as virtually anything I did would cause a crash. I wouldnât doubt if I had well over 100 crashes in that frame.
I wanted to compare with preview 7, so I went through tutorial again and did much better. editor clocked in at around 15 crashes. Still far too many, but a marked improvement. I really hope next build will continue to improve and gain more stability on OS X.
[=;222143]
Had same problem on some of my materials,mostly foliage mostly, and to fix it I changed lighting model (to 2 sided foliage) and that fixed it. Did you try a basic material?
[/]
Just tried a basic material and it works just fine upon reloading editor. I canât change my ocean or my multiple skydome materials to Two Sided Foliage lighting though (and wouldnât want to) since they use another setting already, and are not foliage. of materials that are not working are translucent so maybe thatâs , but I couldnât find any known issues listed on first page relating to it.
[=TommyBear;221916]
- I can place my blueprint around scene and then alter one of instances, for example, change position of a child cube static mesh, for that one instance that is a little different from every other BP actor()
- I can then apply my changes to one instance, to other instances and update original asset ()
- I can modify one instance (change location of a child cube to be slighting left) and another instance(change location of a child cube to be to right) and then change something that neither has modified from default and apply only that new change to instances (non destructive for my per instance changes in scene) <---- !!!
[/]
Iâm sad to say I had to turn off ability to modify properties on blueprint created component on a per actor basis on Friday.
It was causing a wide swath of different kinds of bugs and while I had managed to chase down and fix a fair number of them, find rate on new issues that could be traced back to that change was very high and so overall risk to getting 4.7 released was just too high. So for any blueprint constructed component, it will go back to being -only on instance. I will be continuing to push hard on to ensure it can be turned back on for 4.8 without causing other bugs (likely day/night mentioned above is caused by ) it currently is.
[=TommyBear;221916]
- I canât delete a child in an instance (in scene), I can only do in blueprint editor (Not great)
[/]
Because Blueprint it is created from might depend on that component being present it simply isnât safe to allow it to be removed without breaking authorâs assumptions. There are still some ongoing discussions about what level of control we need to provide blueprint author to lock certain components or properties from being edited at instance level. Not an small teams are likely to run in to, but larger teams may need a higher level of control, but these discussions will be for future releases, not 4.7.
[=TommyBear;221916]
I think it would be to take an instance I just modified and have option to create a NEW blueprint from that instance too. Effectively creating a new blueprint, breaking that instance from original and replacing it with new blueprint asset instance.
[/]
You can do that (or at least in next release, I donât have preview 7 available to check current state), it should be in Edit Blueprint menu next to components. In version at head of 4.7 branch it is called Create Child Blueprint Class.
It seems that there might be an in cooking your content in UE 4.7.7. When I tried to compile my project, I got message.
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 1246.3252858s to run UE4Editor-Cmd.exe, ExitCode=1
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for C:\Users\Bruce \Documents\Unreal Projects\BpoFPS2015 4.7\BpoFPS2015.uproject; see log C:\Users\Bruce \AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine4+4.7\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary
1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc( )
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc , )
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.()
MainFrameActions: Packaging (Windows (64-bit)): Program.: ERROR: BUILD FAILED: Failed while running Cook for C:\Users\Bruce \Documents\Unreal Projects\BpoFPS2015 4.7\BpoFPS2015.uproject; see log C:\Users\Bruce \AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Unreal+Engine4+4.7\Cook.txt
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.: AutomationTool exiting with ExitCode=25
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log filesâŚ
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED