[=;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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I tested out my project with preview 8 and am happy to report that I was having with DynamicMaterialInstanceās 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 āExternally 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. Itās 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!
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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.
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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Iāve 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:
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]
Iāve noticed my build sizes are on order of 250mb. My assets come to less than 1mb⦠is a preview thing or⦠I donāt 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 anyoneās wondering, itās an almost empty project. And no starter content included also.
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We see too. Weāll follow up on whether was expected or not. Thanks
Update: wasnāt expected. Weāve 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 Cryengineās ToD
Right now, I cannot move fricking sun, tutorials for itās 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.
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.
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.
Iāve 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 thatās 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 Iām getting error:
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Canāt save ā¦/ā¦/ā¦/ā¦/ā¦/ā¦/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 Canāt save ā¦/ā¦/ā¦/ā¦/ā¦/ā¦/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 itās pretty easy to test different things by reverting once it breaksā¦
Loading up project andā¦
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 componentās 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.
Iām afraid to ask - but am I only one who cannot add code to a 4.7 Pre8 project?
Neither āAdd code to projectā nor āGenerate 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:
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Running C:/Program Files/Unreal Engine/4.7/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=āC:/Users//Documents/Unreal Projects/BlankUE47P8/BlankUE47P8.uprojectā -game -rocket -progress
Discovering modules, targets and source code for gameā¦
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>ā already contains a definition for āCEF3Utilsā
c:\Program Files\Unreal Engine\4.7\Engine\Source\Runtime\WebBrowser\WebBrowser.Build.cs(5,14) : error CS0101: namespace ā<global namespace>ā already contains a definition for āWebBrowserā
UnrealBuildTool Exception: ERROR: UnrealBuildTool encountered an error while compiling source files
Iām getting weird issues with preview builds - Iām not sure if its because Iām just deving in preview (which i know I shouldnt be but meh, Iām learning stuff)
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LogLinker:Warning: Asset ā[asset name here]ā has been saved with empty engine version. asset will be loaded but may be incompatible.
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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]
Iām afraid to ask - but am I only one who cannot add code to a 4.7 Pre8 project?
Neither āAdd code to projectā nor āGenerate 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.
I tested out my project with preview 8 and am happy to report that I was having with DynamicMaterialInstanceās 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 āExternally 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. Itās 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!
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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?
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.