Unreal Engine 4.7 Preview

Hi,

i would really love to see UE-10013 considered too for final 4.7 release (Blueprint components replication not working). Any for that?

Thanks,

[=;224315]
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 -

[/]

Hey Eric,

code is fairly straightforward, it is just a BuoyancyMovementComponent that can be attached to actors (such as Buoy’s in scene) and an OceanManager class that is base class for BP_Ocean blueprint. it does is perform calculations required for buoyancy when requested by BuoyancyMovementComponent.

Neither of those classes affect appearance of ocean, they only calculate wave height for Buoyancy. Skydome itself is 100% blueprint. Nothing there that should be causing warnings in editor

I deleted some files from upload in Intermediate, Saved, and Build folders to reduce download size, so to make sure I just tested a fresh copy from upload just now. When first opening project, there are no Map Errors/Warnings, however if I go to build button’s dropdown box and select ā€œMap Checkā€ of warnings re-appear, and if I attempt to save I receive a warning dialog related to external references error.

Would you guys prefer I create an on for ? I don’t mind posting it here, either way is fine by me. Thanks for looking into it Eric!

[=;223759]
I thought day / night problem (Sun not moving no matter what approach you take!) was fixed for preview :< I guess not :confused:
[/]

,

sun disc rotation has been resolved in 4.7 P8 from what I can see on my end with my test project.

You can test with my sample project I use for ToD setups.

Let me know what you find.

[=;224358]
Hey Eric,

code is fairly straightforward, it is just a BuoyancyMovementComponent that can be attached to actors (such as Buoy’s in scene) and an OceanManager class that is base class for BP_Ocean blueprint. it does is perform calculations required for buoyancy when requested by BuoyancyMovementComponent.

Neither of those classes affect appearance of ocean, they only calculate wave height for Buoyancy. Skydome itself is 100% blueprint. Nothing there that should be causing warnings in editor

I deleted some files from upload in Intermediate, Saved, and Build folders to reduce download size, so to make sure I just tested a fresh copy from upload just now. When first opening project, there are no Map Errors/Warnings, however if I go to build button’s dropdown box and select ā€œMap Checkā€ of warnings re-appear, and if I attempt to save I receive a warning dialog related to external references error.

Would you guys prefer I create an on for ? I don’t mind posting it here, either way is fine by me. Thanks for looking into it Eric!
[/]

Hey -

For clarity let’s create an post for .

Thank You

I’ve found 2 issues:

[=;224444]
Hey -

For clarity let’s create an post for .

Thank You
[/]

No problem Eric! Here is a link to post:
https://answers.unrealengine/questions/174871/47-p8-externally-referenced-warnings.html

Thanks

[=;224081]
Any idea on whether fix for (UE-3480) will be included in next preview?
[/]

fix for was included in Preview 5.

[=;224344]
i would really love to see UE-10013 considered too for final 4.7 release (Blueprint components replication not working). Any for that?

[/]

We won’t be able to get to one for 4.7 release.

[=;224220]
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

[/]

Hi , I verified Preview 8 in launcher. It found an Unreal Build Tool related XML file, and fixed it - but I still couldn’t add code successfully. Uninstall / reinstall worked, though. Thanks!

I might have stumbled upon a possible bug in 4.7 preview 8…

I took a screen capture using console command ā€˜HighResShot 2’ and noticed that it took a few captures, one of gameplay and two more showing what a grey room with my character (possibly animation viewport?)

I’m not sure if is meant to happen or if there is a setting I have enabled somewhere but doesn’t occur in 4.6.

Hi ,

I haven’t been able to reproduce yet. Can you please post to at ://answers.unrealengine in Bug Reports section so we can investigate in depth?

Thanks!

[= ;221675]
It appears that is working with you to try to get reproduction on .
[/]

Hi , Just checking on status of [4.7 standalone game bug](https://answers.unrealengine/questions/172083/47-preview-5-standalone-game-bp-compile-issues.html again) again as there hasn’t been any news on it for a while (originally reported in preview 5) and it still hasn’t made it to known issues list :frowning:

I’m not only once with bug either as evinced by 's comment on that thread.

[= ;224949]
Hi ,

I haven’t been able to reproduce yet. Can you please post to at ://answers.unrealengine in Bug Reports section so we can investigate in depth?

Thanks!
[/]

Sure thing, see: https://answers.unrealengine/questions/175195/47-preview-78-highresshot-2-command-results-in-mul.html :slight_smile:

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:

And then after trying to continue, shows up in editor errors:

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.
[/]

Hey ExpiredPopsicle,

Thank you for your report. is a known and is currently under investigation as UE-10110.

[=;224974]
Hi , Just checking on status of 4.7 standalone game bug again as there hasn’t been any news on it for a while (originally reported in preview 5) and it still hasn’t made it to known issues list :frowning:
[/]

We haven’t reproduced or narrowed down specific yet, and are still investigating with you in that post.

[= ;223883]
Yes, line trace functions are broken on 4.7; I have same.
[/]

We reproduced and logged Line Trace as UE-9985, and fix is ready for next release.

Cheers!

[=;224456]

I’ve responded to your Post for one.

[=wielkiczarnyafgan;224327]
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.
[/]

is not specific to 4.7 Preview 6, 7, or 8.

  • There are some improvements that will help with meshes over 50k polygons coming, but here is that when you import a mesh that is very complex, has a lot of pieces, and is not triangulated into editor import process is going to optimize it.

  • If you triangulate your mesh before exporting to FBX can improve import .
    When you import a mesh with lots of small objects and combine them vs non-combined there is a bunch of copying around in memory which can take a while. Right now, when these are being combined it saves after each piece has been combined which can slow down process. There is some things in work to help with but from what I’ve been told is still needs testing.

  • Cache optimizing index buffers. With step there is attempts to organize index buffer which will map vertices to triangles which in turn allows GPU to more efficiently load vertices for many faces. means that there is a need to optimize mesh before it is rendered.

It may appear like editor is freezing at 50% mark, but in-fact it’s still processing your mesh. Depending on complexity and considerations above can directly affect how long import process may take. If you let computer continue, in it will import, but depending on system it could be a while. In some of my test with some Arch Viz and machinery assets I’ve seen import times take up to 7 1/2 hours for a single mesh that was being combined, high poly, and lots of small pieces.

I hope has helped explain some of what you’re seeing with your long import times.

4.7

[= ;224526]
We won’t be able to get to one for 4.7 release.
[/]

Any date yet for when 4.7 will be fully released, preview 8 is pretty much their i think as many of bugs have been fixed ?

In version 4.7 is very harmful changes to fix bug UE-7920 and UE-6362 ( https://answers.unrealengine/questions/126440/bug-stack-around--variable--was-corrupted.html ).
A detailed description of situation on UDN.

[=;225151]
In version 4.7 is very harmful changes to fix bug UE-7920 and UE-6362 ( https://answers.unrealengine/questions/126440/bug-stack-around--variable--was-corrupted.html ).
A detailed description of situation on UDN.
[/]

Hi . is being investigated on UDN. I have removed link to post on here. Thanks