I managed to fully download Preview 2 before it was pulled from launcher yesterday, but now that it has been re-released I am not seeing any update available for it. Is expected? Should I remove and re-download or is version I have same as one released today?
Sorry for being a pain… Just want to make sure I have correct version, thanks!
[=;202915]
I managed to fully download Preview 2 before it was pulled from launcher yesterday, but now that it has been re-released I am not seeing any update available for it. Is expected? Should I remove and re-download or is version I have same as one released today?
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It’s not exactly same, we had to change one thing that we believe caused a critical error. I would suggest getting it again, otherwise you may encounter error. Sorry about that.
[= ;202921]
It’s not exactly same, we had to change one thing that we believe caused a critical error. I would suggest getting it again, otherwise you may encounter error. Sorry about that.
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No worries! Thanks for info , will re-download after stream.
Thanks guys, haven’t had much to check out preview yet. Looking better though.
One annoyance with preview 2 is that OS X keyboard shortcuts are incorrect now. They used to be correct such as using command+s to save . But it’s now mapped to control+s, etc.
[=NobleSpoon;203060]
Does Preview 2 include GearVR support?
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Also eager to know. We havent heard anything about other than it being on trello card as for release and a general statement previously about it being in 4.7
Montage status -
Branch point track is missing(or are notifies taking over?). Access to animation slot manager is only available via manually going to Window menu. Created slots always go into first group no matter second group is selected. How do you actually view more than one slot? What is a Group? latest/INT/Engine/Animation/AnimMontage is doesn’t really match whats in 4.7p2.
Is Montage currently a work in progress area for preview 2?
[=;203204]
Montage status -
Branch point track is missing(or are notifies taking over?). Access to animation slot manager is only available via manually going to Window menu. Created slots always go into first group no matter second group is selected. How do you actually view more than one slot? What is a Group? latest/INT/Engine/Animation/AnimMontage is doesn’t really match whats in 4.7p2.
Is Montage currently a work in progress area for preview 2?
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In UE4.7, you can create a branching point by creating an anim notify and then set that to be a branching point.
Curently working on that one so far i have been able to completely compile plugin into my code. last barrier( why it cant be packaged) is to decompress pcm data when dealing with cooked content
Love release so far but I have a question and I’m not sure if it’s a “bug” or an intentional change that just wasn’t documented to us yet… but in 4.6.1, with a blueprint created of “MacroLibrary” type (Blueprints->Blueprint Macro Library) I am able to create a node to “Get Game Instance” (right click graph and type it in, shows up under “Game” section ) however in 4.7 no longer shows up (with or without context sensitivity selected.) Same happens with “Get Game Mode”
Are there any plans on adding static lightning build for BP placed instanced meshes? I described everything here (in answers as well):
questions/134916/building-lighting-for-instanced-static-meshes.html
is very important for me, I plan to use a lot of instanced meshes placed like and I see everything works great only with Foliage tool. It would be a blast to have in BP as well.
I’m excited for 4.7. Hopefully, we’ll see a fix for notorious ‘Set Members in Struct’ for Struct contained inside of an Array UE-6451.
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Foliage rendering performance significantly improved! Hundreds of thousands of foliage instances can be efficiently rendered and edited, with per-instance LOD support and per-pixel dithered LOD transitions.
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!!! Can anyone advise if same performance improvements have been applied to Instanced Static Meshes in general? If YES, will boost rendering performance of GOLEMs from Hundreds of thousands instances. YAY!
I have some deprecation warnings with server rpc’s since 4.7.
warning C4996: Function YagActor::ServerSetBodyTexturePath needs native implementation by virtual void ServerSetBodyTexturePath_Implementation(const FString& NewBodyTexturePath) due to its properties.
I have one of those for each server rpc.
I am using a very standard way to declare/define them and it has been working fine until 4.7.
I have started a thead about that but after a few exchanges and tries with some experienced guys, matter is still unresolved so i just post here to draw some attention to thread:
https://.unrealengine/showthread.php?56211-How-do-i-code-server-rpc-in-4-7
I still don’t know whether or not i am doing anything wrong, any official help to settle that matter would be super nice
[=;203694]
Curently working on that one so far i have been able to completely compile plugin into my code. last barrier( why it cant be packaged) is to decompress pcm data when dealing with cooked content
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