Unreal Engine 4.7 Preview

[=;223745]
You do know that you can shift around windows and sheets in editor any way you like?
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everything opens up in a tab in level window now fullscreen, instead of a window, its jacked up, most people have more than one monitor when they are doing sort of thing for a reason, seems like they are catering for one monitor machines in latest build.

I tried fixing some stuff with shift like moving details panel back over to side it was on, every single build before , and content within window disappears like magic.

when I say it sucks I am really not kidding, its not just buggy its unoptimized, entirely different, with no reason for it being different other than to confuse and increase complexity.

[=ExZ;223760]
when I say it sucks I am really not kidding, its not just buggy its unoptimized, entirely different, with no reason for it being different other than to confuse and increase complexity.
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https://.com/watch?v=k1r3HNtSud4

[=;223772]
https://.com/watch?v=k1r3HNtSud4
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Well aware… my comments still stand…

[=;223732]
Hey guys, thanks for new update!

I tested out my project with preview 8 and am happy to report that I was having with DynamicMaterialInstance’s not being created through Construction Script, which was preventing those materials from being applied, has been fixed in new release.

However I am still receiving ā€œExternally Referencedā€ warnings I mentioned to Eric above. They are still being shown in Map Check section of Message Log, and I get a warning when I try to save level about externally referenced assets (which are not actually externally referenced).

I checked with an already upgraded copy of project, and also converted another new copy from 4.6.1 to make sure, and both of them show warnings. It’s not a big deal really but it could be confusing if left as is.

I just uploaded newly converted copy of project in case it will help you guys, you can download it here. Let me know if you need any further details, thank you! :slight_smile:
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Hey -

I will being working on tracking down what is causing and see if we cannot eliminate cause or at least explain better why it is throwing a warning.

[=;223777]
Hey -

I will being working on tracking down what is causing and see if we cannot eliminate cause or at least explain better why it is throwing a warning.
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I’ve had one for many versions now, no problems with older engines, it even happened with brand new projects from templates not just my own conversion:

https://answers.unrealengine/questions/169178/failed-import-for-component-private-in-47b5.html

[=;223777]
Hey -

I will being working on tracking down what is causing and see if we cannot eliminate cause or at least explain better why it is throwing a warning.
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those same errors happens in a copy of my game I used to test 4.7; There are also sever bugs with hit outputs from Line Trace functions that works just fine in 4.6.1.

[=;223655]
I’ve noticed my build sizes are on order of 250mb. My assets come to less than 1mb… is a preview thing or… I don’t remember them being big before
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[=Serellyn]
I would like to know too… Having same thing, an .apk of around 25mb and .obb of around 205mb, what gives?

In case if anyone’s wondering, it’s an almost empty project. And no starter content included also.
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We see too. We’ll follow up on whether was expected or not. Thanks

Update: wasn’t expected. We’ve logged it as UE-9983 and are working on a fix. Thanks again.

Do you know what engine needs? A Proper ToD ( Of Day) setup or template, that can be dynamic based on real factor and option to changed on fly in editor and runtime, like Cryengine’s ToD
Right now, I cannot move fricking sun, tutorials for it’s not logical at and does not work, and I thought engine was more logical and easy than Cryengine? guess I was wrong…
here my perspective:

Unreal Engine: you need to program on blueprint a complex node based setup to be able to have a ToD only for runtime gameplay, you cannot change sun position on editor.
CryEngine: Just open Of Day settings window and you are done, configure what you want in real , no programing needed.

Regards

Not sure if is reported but my C++ line traces no longer return a PhysicsMaterial even when bReturnPhysicalMaterial = true. does work fine in 4.6 and is broken for me in Preview 7 and Preview 8.

is not really a big deal, but where did of Mode tab colors go? They made editor look better somehow. :slight_smile:

Hi Guys,
Thanks for preview 8 update. I had a to re-compile my test program afternoon which failed under preview 7 (i.e. see note about 2-3 pages back) and everything is working fine today! Thanks!

[=;223840]
Not sure if is reported but my C++ line traces no longer return a PhysicsMaterial even when bReturnPhysicalMaterial = true. does work fine in 4.6 and is broken for me in Preview 7 and Preview 8.
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Yes, line trace functions are broken on 4.7; I have same.

I’ve been playing with new blueprint components, but as of 4.7 preview 8 I can no longer save a map that contains actors that use one of these components after making any modification to component.

In case that’s unclear, I started off with a project (in 4.7 preview 7) where I added a few blueprint components and some actors to a level using that component. I updated to 4.7 preview 8 tonight and made a modification to component. Now I’m getting error:

[]
Can’t save …/…/…/…/…/…/Users/ExpiredPopsicle/Documents/Unreal Projects/MBattle/Content/SideScrollerBP/Maps/SideScrollerExampleMap.umap: Graph is linked to private (s) in an external package.
External (s):
FactionComponent_1
FactionComponent_69
FactionComponent_0

Try to find chain of references to that (may take some )?
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And then after trying to continue, shows up in editor errors:

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Warning Can’t save …/…/…/…/…/…/Users/ExpiredPopsicle/Documents/Unreal Projects/MBattle/Content/SideScrollerBP/Maps/SideScrollerExampleMap.umap: Graph is linked to external private (unknown culprit) (unknown property ref)
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I have project in version control and committed my changes last night before update, so it’s pretty easy to test different things by reverting once it breaks…

Loading up project and…

  • moving stuff around: Saves fine.
  • adding new instances of actor that uses component: Saves fine.
  • modifying an actor that uses component (without touching component-related properties): Saves fine.
  • adding a second instance of component to actor: Saves fine.
  • modifying a variable exposed by component on an actor: Saves fine.
  • modifying replication property on component: No longer saves.
  • modifying component’s event graph: No longer saves.
  • adding a variable to component: No longer saves.

Finally, I played around with a new project a bit and found that any case where I modified a blueprint component after adding it to something and to map it would exhibit behavior, but I could work around it if I deleted component from every actor type that used it and re-added it (even if there were already actors of that type in level). Deleting component and re-adding it to actor type works, but deleting actors of that type and re-adding them does not.

I’m afraid to ask - but am I only one who cannot add code to a 4.7 Pre8 project?
Neither ā€œAdd code to projectā€ nor ā€œGenerate Visual filesā€ successfully works.
Create a blank project without starter content.
Add code to project just gives (empty class): Failed to add class MyClass. Failed to generate project files.
Generate project files in Explorer then gives:

[]
Running C:/Program Files/Unreal Engine/4.7/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=ā€œC:/Users//Documents/Unreal Projects/BlankUE47P8/BlankUE47P8.uprojectā€ -game -rocket -progress
Discovering modules, targets and source code for game…
Errors detected while compiling C:\Users\Documents\Unreal Projects\BlankUE47P8\Intermediate\Build\BuildRules\ProjectFileGeneratorModuleRules.dll:
c:\Program Files\Unreal Engine\4.7\Engine\Source\Runtime\CEF3Utils\CEF3Utils.Build.cs(5,14) : error CS0101: namespace ā€˜<global namespace>’ already contains a definition for ā€˜CEF3Utils’
c:\Program Files\Unreal Engine\4.7\Engine\Source\Runtime\WebBrowser\WebBrowser.Build.cs(5,14) : error CS0101: namespace ā€˜<global namespace>’ already contains a definition for ā€˜WebBrowser’
UnrealBuildTool Exception: ERROR: UnrealBuildTool encountered an error while compiling source files

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Do I miss any prerequisites / dependencies?

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UE-3480 Launching a project with a custom Game Instance assigned will receive an error and crash launching window
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Any idea on whether fix for will be included in next preview?

Hey guys!

I’ve just downloaded 4.7 8 preview and speedtree glitch is still there, one side of foliage is pitch black. Is fix planned in final release? =)

Good luck! And thanks for work!

I’m getting weird issues with preview builds - I’m not sure if its because I’m just deving in preview (which i know I shouldnt be but meh, I’m learning stuff)

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LogLinker:Warning: Asset ā€˜[asset name here]’ has been saved with empty engine version. asset will be loaded but may be incompatible.
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can I set version somewhere?

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MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Assertion failed: BlueprintObj->GeneratedClass [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Editor\UnrealEd\Private\Kismet2\Kismet2.cpp] [Line: 861]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Invalid generated class for myumgwidget
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is a weird one - at first I couldnt open my editor because of , i rename asset (or move it out) project loads - i put it back in, relink everything its fine - then i go to package and another one of my umg widgets causes trouble - but only when I package it - I can launch and it works fine. very odd

[=btengelh;224065]
I’m afraid to ask - but am I only one who cannot add code to a 4.7 Pre8 project?
Neither ā€œAdd code to projectā€ nor ā€œGenerate Visual filesā€ successfully works.
Create a blank project without starter content.
Add code to project just gives (empty class): Failed to add class MyClass. Failed to generate project files.
Generate project files in Explorer then gives:

Do I miss any prerequisites / dependencies?
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Hey btengelh-

I created a new project as you suggested and was able to add code to a project without any. In Launcher, verify your engine version by selecting drop down arrow for preview 8. If you still have problems adding code to a project you may want to try uninstalling preview version and then reinstalling it.

Cheers

[=;223732]
Hey guys, thanks for new update!

I tested out my project with preview 8 and am happy to report that I was having with DynamicMaterialInstance’s not being created through Construction Script, which was preventing those materials from being applied, has been fixed in new release.

However I am still receiving ā€œExternally Referencedā€ warnings I mentioned to Eric above. They are still being shown in Map Check section of Message Log, and I get a warning when I try to save level about externally referenced assets (which are not actually externally referenced).

I checked with an already upgraded copy of project, and also converted another new copy from 4.6.1 to make sure, and both of them show warnings. It’s not a big deal really but it could be confusing if left as is.

I just uploaded newly converted copy of project in case it will help you guys, you can download it here. Let me know if you need any further details, thank you! :slight_smile:
[/]

Hey -

I am not finding any errors on loading your project in 4.7p8. I also spent a good amount of trying to convert a project created in 4.6.1 to 4.7p8, both a C++ GitHub build/C++ project and a launcher variety with no success? Can you let me know if you are doing anything in C++ that would or does alter components that are throwing errors for you?

Let me know -

Hi. I want to report a bug present both in preview 6,7 and 8. editor freezes at 50% when trying to import extra large static meshes ( with poly count exceeding 250 thousands of polygons.