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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.
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Interesting… how about, if you try to delete a child you get a warning like: “Deleting will causing BP instance to break from original BP asset. Are you sure?”. If they say yes, you make BP asset an ordinary Actor instance in scene with it’s children attached. It loses it’s link back to BP Asset.
Not sure that many people are really working with HTML5, but has anyone successfully launched on Chrome 32bit in 4.7?
I keep getting “Assertion failed: Cannot call unknown function on_fatal (perhaps LLVM optimizations or closure removed it?)”
Is in development or shipping?
Right now ‘shipping’ stands best of working - there might well be another error which is causing that to happen; error itself is because something else has failed but Chrome hasn’t as yet managed to parse ‘on_fatal’ function to call it.
I just finally got round to playing with 4.7 previews and noticed that (on a mac) cmd+w which should close a tab quits editor, is very odd behaviour on mac as cmd+q should quit, cmd+w is for closing windows, not applications. I have reported it on too.
can you do us a favour and reduce bloated size of preview looks like its over 20gb , atm i don’t have that much space left unless i remove 4.6 which i need for other projects
[=TDoro;222757]
I’ve reported 2 bugs for 4.6.1 with crash logs and none of them seems fixed so far.
reimport FBX bug what I’ve reported a few month’s ago got fixed only in 4.6.1
We are not reporting bugs with logs just to have a discussion on .
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Hi,
I believe that these are issues you are referring to:
questions/167295/open-bp-crash-editor.html
questions/167655/map-rename-crash.html
We haven’t been able to reproduce issues you experienced, so investigation is necessary to get to root of . We appreciate any additional information you can provide, since it is unlikely to resolve any until we are able to experience it ourselves.
[=;222934]
can you do us a favour and reduce bloated size of preview looks like its over 20gb , atm i don’t have that much space left unless i remove 4.6 which i need for other projects
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We have fixed internally, it will not be bloated in future releases. With inclusion of source in binary things got a bit big, but we have since cleared and compacted down significantly.
Right, I’m not sure if a bug or what. I’m not sure if it’s even a bug in latest preview release or if it’s been a problem in engine for a while:
Creating a Switch on Int node with an outside input to node connected (For example a "Get Dynamic Material > Switch on Int (Material Switcher) > Set Texture ) and then collapsing into a node via “Collapse Node”… Works fine.
If you were then to duplicate “Collapsed Node / Function” it will have no wires connected at … BUT if you were to duplicate it twice, second duplication WILL have wires connected. But first one won’t.
I don’t have to replicate outside preview release but I have confirmed that it’s happened to two different projects.
Again, I’m not sure if is a bug from preview release of it’s been in engine for a while but I thought I’d let you know (As I experienced it in preview release).
[= ;222961]
We have fixed internally, it will not be bloated in future releases. With inclusion of source in binary things got a bit big, but we have since cleared and compacted down significantly.
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Does mean source won’t be included in future binaries?
[= ;222961]
We have fixed internally, it will not be bloated in future releases. With inclusion of source in binary things got a bit big, but we have since cleared and compacted down significantly.
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I use Github builds so Launcherand Vaultcache are just a way of wasting 50GB of orecious SSD space. It would be nice if Epic could get their folder management sorted out so everything goes in “Documents”.
Uploading iOS Apps with Application Loader works fine with 4.7 preview 7. But binary cannot be delivered and you get an email from Apple.
I suppose is because preview release is not for shipping ?
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Invalid Signature - Your app’s executable was modified after your app was codesigned for submission to App Store. Because of , store is unable to re-sign your application for distribution. can happen if data was added to executable after code signature was created.
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[=dinker99;223014]
I use Github builds so Launcherand Vaultcache are just a way of wasting 50GB of orecious SSD space. It would be nice if Epic could get their folder management sorted out so everything goes in “Documents”.
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Move VaultCache map where you want it to live and then use and administrator command line and execute
Has anyone else had problem using Timers in blueprints? In Preview 7 I can’t seem to either clear nor disable looping. I’ve moved my post on from Blueprints section to Bug Reports.
questions/173639/clear-timer-doesnt-stop–timer.html
[=;222060]
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!
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Hey and -
Can you be specific as to how you are setting you Materials? Are they hard set or dynamically set via an Event Graph or Construction Script? Any information you can give us would help us track down .
Can you be specific as to how you are setting you Materials? Are they hard set or dynamically set via an Event Graph or Construction Script? Any information you can give us would help us track down .
Thank You
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Hey Eric,
Both sky and ocean materials (2 materials each) are created as a DynamicMaterialInstance in Construction Script of their respective blueprints, and then saved to 4 separate variables.
skydome BP manages its own MaterialParameterCollection which controls values in both of skydome materials (atmosphere material applied to outer sphere with a cloud material applied to an inner half sphere).
Both are transparent materials
Ocean BP manages its own (separate) MaterialParameterCollection which controls values in both of Ocean materials (one ocean plane for visual material, and a second ocean plane that renders only to depth buffer)
First material is Transparent, uses TLM_Surface, flat tessellation, with custom displacement, reads from CustomDepth buffer
Second material is opaque and only uses custom displacement (no visuals), and as mentioned does not visually render, only for custom depth
Scene is dynamically lit using two directional light’s (Sun & moon) with their intensity modified by BP, “force no pre-computed lightmaps” is turned on, aside from that everything is standard.
I can probably send you a copy of project if need be, I will have to strip it down a bit though. Let me know if you need it.
EDIT: Just wanted to add that did not occur in any of previous Preview’s I have tested, although I only opened editor once in preview #6 before #7 came out.
Hi,
I just wanted to know if it’s possible to launch blueprint merge tool from commandline in 4.7 p7, possibility was mentioned during Twitch Brodcast.
I also did find merge tool a bit unstable: , but I am unsure if it’s just a problem with my setup since there is no mentions of instability in changelog.
Both sky and ocean materials (2 materials each) are created as a DynamicMaterialInstance in Construction Script of their respective blueprints, and then saved to 4 separate variables.
skydome BP manages its own MaterialParameterCollection which controls values in both of skydome materials (atmosphere material applied to outer sphere with a cloud material applied to an inner half sphere).
Both are transparent materials
Ocean BP manages its own (separate) MaterialParameterCollection which controls values in both of Ocean materials (one ocean plane for visual material, and a second ocean plane that renders only to depth buffer)
First material is Transparent, uses TLM_Surface, flat tessellation, with custom displacement, reads from CustomDepth buffer
Second material is opaque and only uses custom displacement (no visuals), and as mentioned does not visually render, only for custom depth
Scene is dynamically lit using two directional light’s (Sun & moon) with their intensity modified by BP, “force no pre-computed lightmaps” is turned on, aside from that everything is standard.
I can probably send you a copy of project if need be, I will have to strip it down a bit though. Let me know if you need it.
EDIT: Just wanted to add that did not occur in any of previous Preview’s I have tested, although I only opened editor once in preview #6 before #7 came out.
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Hey -
I am fairly confident in saying that problem has been resolved by a fix for an with Construction scripts setting a not editable variable. If you want to send me a shorted project to test on our internal branch I would be happy to do that as well, though I am 99% sure fix will be applied for your in next Preview release of 4.7.
I am fairly confident in saying that problem has been resolved by a fix for an with Construction scripts setting a not editable variable. If you want to send me a shorted project to test on our internal branch I would be happy to do that as well, though I am 99% sure fix will be applied for your in next Preview release of 4.7.
Either way Let me know -
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Hey Eric,
I just attempted to upgrade another copy from 4.6.1 to 4.7p7 so I could send it your way and noticed something I missed first around. If I try to save my level in 4.7 I get a total of 21 warnings on MapCheck for BP_Skydome(11 warnings), BP_Ocean(2 warnings), and each of MaterialInstanceDynamic (total of 8 warnings) variables for both materials saying they are “Externally Referenced”. From look of it I would say you described above fits pretty well, setting a non-editable variable.
If you guys need a copy of it for any reason just let me know as I can easily provide a link now, but I’m pretty confident (99% as well) that we are talking about same here. Thanks!
Hi,
I don’t know if is reported before, but I encountered a strange bug in latest preview 7.
When I attach(parent) an actor to a target point and try to move it will fly away in a strange way. transform values will get really high values and if I don’t let go right away, editor will crash.
I encountered in two different projects. Both of them where upgaded from 4.6.