Unreal Engine 4.7 Preview

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 it’s fixed in our latest build of 4.7. Unfortunately, it’s broken with p7. should be resolved with next release.

Thanks for taking to report though. It’s always appreciated! :slight_smile:

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 “Reset instance to Changes to Blueprint default”, nothing happens and changes are not reverted back to default (Not good)
  • I can’t 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 can’t 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]
I’ve run into a problem after upgrading from 4.7 preview2 to preview7, has anyone seen error below when trying to “Cook Content for Windows”. 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 ‘WindowsNoEditor’ 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, List1 OverrideTargetPlatforms, List1 DefaultTargetPlatforms, Boolean AllowPlatformParams, String] PlatformParamNames) MainFrameActions: Cooking (Windows): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable1 StageNonMonolithic, String UE4Exe, String SignPak, List1 ClientConfigsToBuild, List1 ServerConfigsToBuild, ParamList1 MapsToCook, ParamList1 DirectoriesToCook, String InternationalizationPreset, ParamList1 CulturesToCook, ParamList1 ClientCookedTargets, ParamList1 EditorTargets, ParamList1 ServerCookedTargets, List1 ClientTargetPlatforms, Dictionary2 ClientDependentPlatformMap, List1 ServerTargetPlatforms, Dictionary2 ServerDependentPlatformMap, Nullable1 Build, Nullable1 Cook, String CookFlavor, Nullable1 Run, Nullable1 SkipServer, Nullable1 Clean, Nullable1 Compressed, Nullable1 UseDebugParamForEditorExe, Nullable1 IterativeCooking, Nullable1 CookOnTheFly, Nullable1 CookOnTheFlyStreaming, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String DLCName, Nullable1 NewCook, Nullable1 CrashReporter, Nullable1 DedicatedServer, Nullable1 Client, Nullable1 Deploy, Nullable1 FileServer, Nullable1 Foreign, Nullable1 ForeignCode, Nullable1 LogWindow, Nullable1 NoCleanStage, Nullable1 NoClient, Nullable1 NoDebugInfo, Nullable1 NoXGE, Nullable1 Package, Nullable1 Pak, Nullable1 Prereqs, Nullable1 NoBootstrapExe, Nullable1 SignedPak, Nullable1 NullRHI, Nullable1 FakeClient, Nullable1 EditorTest, Nullable1 RunAutomationTests, String RunAutomationTest, Nullable1 CrashIndex, Nullable1 Rocket, Nullable1 SkipCook, Nullable1 SkipCookOnTheFly, Nullable1 SkipPak, Nullable1 SkipStage, Nullable1 Stage, Nullable1 Manifests, Nullable1 CreateChunkInstall, Nullable1 Unattended, Nullable1 NumClients, Nullable1 Archive, String ArchiveDirectoryParam, Nullable1 ArchiveMetaData, ParamList1 ProgramTargets, Nullable1 Distribution, Nullable1 Prebuilt, Nullable1 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(List1 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 ‘WindowsNoEditor’ 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 files…
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? I’m 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:

  1. doesn’t seem to capture mouse anymore, so if fullscreen mouse is outside, and if I click in screen to capture it doesn’t really get captured
  2. Gear VR doesn’t 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
  3. Gear VR rendering ground on FPS template as highly reflective, doesn’t have that, I’ve 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 that’s not a bug :slight_smile:

I’m 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 (didn’t 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 :slight_smile:

  1. Created an actor component in C++ that has a UHierarchicalInstancedStaticMeshComponent sub-component.

InstancedStaticMeshComponent = ObjectInitializer.CreateDefaultSubobject<UHierarchicalInstancedStaticMeshComponent>(, TEXT(“InstancedStaticMeshComponent”));
InstancedStaticMeshComponent->AttachTo(RootComponent);

  1. Open editor, create BP with as base class.

  2. Click InstancedMeshComponent sub-component, set static mesh to Shape_Cube

  3. 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 won’t be able to be addressed for 4.7, but we’ll 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 we’ll need to improve existing components, as well as continue to unify features that are available in Blueprint Editor with level editor.

–

[= ;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 won’t be able to be addressed for 4.7, but we’ll 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 we’ll need to improve existing components, as well as continue to unify features that are available in Blueprint Editor with level editor.

–
[/]

Excellent stuff ! Thank you very much for team’s 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 don’t 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? I’m 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 don’t know. I thought you always had to “Cook Content” before building so I guess I just stopped there when it didn’t work.
“Cook Content for Windows” File menu option still errors out for me though, even after a successful build. I guess it’s 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 don’t know. I thought you always had to “Cook Content” before building so I guess I just stopped there when it didn’t work.
“Cook Content for Windows” File menu option still errors out for me though, even after a successful build. I guess it’s 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 can’t 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 “Add call to parent”… mind blown

Testing Preview 7…

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 can’t change it and placing any new ones can’t be scaled at either.

I’ve re-compiled blueprint, tried recreating nodes, tried using relative scale in stead, none of that works, so I’m 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 it’s setup, but trying to make changes or adding new blueprints to scene and then changing those settings, doesn’t 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 :slight_smile:

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 “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.
[/]

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 wouldn’t 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 can’t change my ocean or my multiple skydome materials to Two Sided Foliage lighting though (and wouldn’t want to) since they use another setting already, and are not foliage. of materials that are not working are translucent so maybe that’s , but I couldn’t 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) <---- !!!

[/]

I’m sad to say I had to turn off ability to modify properties on blueprint created component on a per actor basis on Friday. :frowning:

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 can’t 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 isn’t safe to allow it to be removed without breaking author’s 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 don’t 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, CaselessDictionary1 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 files…
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED