from stream today - 4.7 is in release candidate stage - around GDC (so ~2 weeks) it sounds like
Release candidate?? But bug with
[]
CallFunc_BreakHitResult_PhysMat
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is still in there.
function is working on 4.7p8:
EPhysicalSurface UGameplayStatics::GetSurfaceType(const struct FHitResult& Hit)
But one got broken; and both uses Hit.PhysMaterial.Get() so is weird:
void UGameplayStatics::BreakHitResult(const FHitResult& Hit, bool& bBlockingHit, float& , FVector& Location, FVector& Normal, FVector& ImpactPoint, FVector& ImpactNormal, UPhysicalMaterial& PhysMat, AActor& HitActor, UPrimitiveComponent*& HitComponent, FName& HitBoneName, int32& HitItem)**
[= ;225343]
Release candidate?? But bug with is still in there.
function is working on 4.7p8:
EPhysicalSurface UGameplayStatics::GetSurfaceType(const struct FHitResult& Hit)
But one got broken; and both uses Hit.PhysMaterial.Get() so is weird:
void UGameplayStatics::BreakHitResult(const FHitResult& Hit, bool& bBlockingHit, float& , FVector& Location, FVector& Normal, FVector& ImpactPoint, FVector& ImpactNormal, UPhysicalMaterial& PhysMat, AActor& HitActor, UPrimitiveComponent*& HitComponent, FName& HitBoneName, int32& HitItem)**
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They said itās fixed for next release.
I think physical material was fixed bygithub/EpicGames/UnrealEngine/commit/813e859fb0de32eff2746250ad73d5372148ec74
Cheers,
Nice; thank you for checking out.
A single line change and BOOM! weird things happens
Are there still plans for a final release of Gear VR plugin?
I have encountered a big on structure file in 4.7 preview6,7,8 which cause my packaging for IOS and Android failing:
MainFrameActions: Packaging (iOS): UE4Editor-Cmd: [2015.02.13-18.47.42:296] 0]LogCookCommandlet:Warning: Package /Game/SpellSystem/System/SpellStruct supposed to be fully loaded but isnāt. RF_WasLoaded is set MainFrameActions: Packaging (iOS): UE4Editor-Cmd: [2015.02.13-18.47.42:297] 0]LogCookCommandlet:Display: Cooking /Game/SpellSystem/System/SpellStruct -> E:/Unreal Projects/TopDownGame/Saved/Cooked/IOS/TopDownGame/Content/SpellSystem/System/SpellStruct.uasset MainFrameActions: Packaging (iOS): UE4Editor-Cmd: [2015.02.13-18.47.42:298] 0]LogWindows:Error: Windows GetLastError: MainFrameActions: Packaging (iOS): UE4Editor-Cmd: begin: stack for UAT
And never happens in 4.6.1 and 4.7 preview1,2,3,4.I.And I have posted in :https://answers.unrealengine/questions/171556/47-preview56-bug.html.
Hi,
I donāt know if is a bug or intended but here an area of improvement/fix:
Letās say you have a multi-level map. You modify a SubLevel BP. You hit save button.
current behavior: It will save TopLevel map asset and not one you modify.
To save Level that you changed in LevelBP, you need to go in Level Window or try to close editor so you are asked to save it.
you can highlight behavior easily if you are linked to a SourceControl, as when you click on save button you will see what fill need to be checked-out.
Expected Behavior: When clicking on save button, only Level that are dirty should be saved. Except if they are some information that need to be update in āā level ?? If is case, changed level & one should be saved/checkout.
If you see that as a bug, I can fill a Bug Request in HUB.
[=mossberg385t;225431]
Are there still plans for a final release of Gear VR plugin?
[/]
Iām still getting no dynamic shadows only baked ones, a reflective ground rather than matte for FPS template so skybox reflected (I did play around with settings and using a different skybox, so maybe thatās why) and UMG texture is still flipped vertically for me. Otherwise seems to work well though would be nice to get those bugs out of way before final release
I am getting hangups and crashes if I have an instanced blueprint selected in view-port that has already been placed in level and I hit PLAY IN VIEWPORT. I believe is related to ALT+Move that creates an instance of instead of a copy bug that has been confirmed in preview 7
There is a bug with material alignment if you create a brush and apply a material to surface and align to fit and then create another brush alignment of first brush resets!!
[=polemos;225722]
There is a bug with material alignment if you create a brush and apply a material to surface and align to fit and then create another brush alignment of first brush resets!!
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is in 4.7 previews
[=TommyBear;221916]
- Hot reload of C++ components causes crash in editor for me (Not good) (VS2014 - windows 8)
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Hey TommyBear-
Are you still experiencing same crashes with hot reload in preview 8? If so can you make a post on (answer.unrealengine) with types of components youāre using and how youāre setting them up?
Thanks
Question for Epic:
Curious to know what chances of UE-10283 being resolved in for 4.7 are. recent Twitch stream indicated that RC builds are on horizon so that makes me a little anxious.
reason Iām following up proactively on bug is because affected projects cannot run their game in standalone mode which makes it a complete blocker for anyone who needs to run standalone or distribute shipped builds for testing or recording (quicker w/o editor). would be second major release in a row where standalone builds donāt fully work as 4.6 had widely reported event dispatcher bug for standalone games, so (at risk of being nagging and annoying ) I want to make sure bug is highlighted for your consideration.
Edit: Adding link to reported UE-10283: https://answers.unrealengine/questions/172083/47-preview-5-standalone-game-bp-compile-issues.html
Has anyone had any success launching to IOS or android? I keep getting errors and build failures?
UE4.7R
[= ;224510]
fix for was included in Preview 5.
[/]
Iām still getting problem in preview 8, so I started an thread.
https://answers.unrealengine/questions/176338/editor-crashes-when-using-custom-gameinstance-47-p.html
Distance Field+Instanced meshes = problem In preview 8
I would like to report a problem I have with preview 8
I have a script that makes a tunnel and I use instances so I get good performance. problem is that Distance field AO is broken.
https:///file/d/0BwHX-PingVgiWmlqMURrU1Fqc2M/view?usp=sharing
https:///file/d/0BwHX-PingVgiak1WdjFja2NxZHM/view?usp=sharing
https:///file/d/0BwHX-PingVgiWkZJajBYYjhJdlk/view?usp=sharing
https:///file/d/0BwHX-PingVgiNUNWd2hzQ01vdFE/view?usp=sharing
also for some reason I canāt upload a photo form my just link itā¦
Hmm, Iāve been toying around with foliage tool in 4.7 p8 and while rendered polygons are dramatically reduced 10m >3.5m Render and FPS are about same, feels quite odd.
Iām noticing very long hangs when selecting an actor with an Instanced Static Mesh component and over 500 instances on it. At around 3k, editor hangs for a good 30-40 seconds before responding.