Unreal Engine 4.7 Preview

My Editor 4.6.1 crashes if I leave Output Log window open for a few minutes. Didn’t happen until 4.6.1; Hope is fixed on 4.7, didn’t try it yet.

Hey Team Epic, Great work.

I was doing some profiling test with 200 of my units on 4.6.1 and I just repeated same test in 4.7 and I get a huge improvement in game thread. I receive almost a 4ms improvment! I’m so excited. only change in my control test was copying my test over to 4.7.

Thanks!

Testing out packaging my game and I had problem where some blueprint stuff doesn’t work in packaged game vs running in editor. So I’ve been trying to narrow down where it goes wrong, I mean, what exactly it is that doesn’t work and I think, from what I can tell blueprints run, (tested by printing at various intervals) but some references get lost for some reason.

So, for example, for my enemies, I spawn enemy and with a BeginPlay Event I spawn a weapon into his hand. enemy I use is a child blueprint of a base blueprint that I use for enemy pawns. weapon I use is a child blueprint of a base blueprint for weapons I use. Inside enemy blueprint, in properties, I have it set up to assign a weapon to that enemy. is set only on child blueprint, not base. is a reference to one of weapon blueprints, child, not base. So chain there is a enemy child blueprint, spawning a weapon child blueprint through being set within enemy child.

What gets lost in is weapon being spawned. It doesn’t spawn. enemy spawn just fine, but in turn it is supposed to spawn correct weapon, which it doesn’t.

Another quick example is with ragdolls. I spawn a new skeletal mesh at death for special cases. Normal death just turn on physics, which works fine, but spawning special case ragdoll doesn’t work. setup is very similar. ragdoll to spawn is being set within child blueprint for enemy. So just like weapon, that reference is lost. Though it works fine in editor, it does not when packaged.

So works 100% in editor, and in fact has worked in editor and packaged, since version 4.4 but now in 4.7 I’m having problem in a packaged game. I tried both Development and Shipping builds and both act same way.

UPDATE!

We have just released Preview 3 for 4.7! update to preview contains 44 bug fixes that were discovered during Preview 1 and 2. Please view original post on page 1 of thread for updated “Known Issues” list.

We would like to call out one particular known for Preview 3 - “Launch on” for iOS will fail.

Thank you for your continued help in testing 4.7 build before its official release. As a reminder, Preview builds are for testing only, and should not be used for active development of your project.

Make it a great day.

Redid my baseline test from Preview 2 on Preview 3. I’m still getting decreased game thread, so I’m happy! =)

Thanks!

Where go some reports like “6816” ? because i don’t see that.

[=;205125]
Where go some reports like “6816” ? because i don’t see that.
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As mentioned in original post, Known Issues List is only intended to be a “snapshot” of issues found in Preview release. It doesn’t (and could not possibly) include known issues which affect engine.

That said, our original list for Preview 1 contained a few extra issues which didn’t really meet criteria for list, generally because they were originally found in a prior release. That is case with UE-6816. We are still aware of it, and are aiming to have a fix for it in 4.8 release.

Hi Guys, work on preview 3!

I’m seeing an with launching projects on connected iOS devices, logs indicate that build is ok, and is correctly signed, but then fails before launch with an “unknown error” message.

I’ve tested on a simple project and also third person template project.

Thanks!

Is anybody having problems with UMG and textblocks?

Every I set up a textbox and click “Compile” contents get erased and back to default “Text Box”. Luckily doesn’t affect any older TextBlock, only new ones (In any widget).

[=LHutz;205327]
Is anybody having problems with UMG and textblocks?

Every I set up a textbox and click “Compile” contents get erased and back to default “Text Box”. Luckily doesn’t affect any older TextBlock, only new ones (In any widget).
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There’s several localization related bugs that got into preview 2 build at last minute that affect UMG text in manner of ways - they’ve since been rolled back. I’d recommend just avoiding preview 2 for trying UMG stuff - or at least keep that bug in mind. [Insert general warnings about using preview builds in production :)]

[=;205338]
There’s several localization related bugs that got into preview 2 build at last minute that affect UMG text in manner of ways - they’ve since been rolled back. I’d recommend just avoiding preview 2 for trying UMG stuff - or at least keep that bug in mind. [Insert general warnings about using preview builds in production :)]
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I’m really quite happy with direction that you folks are heading in with engine. Each update really improves on workflow and makes life much less stressful.
My concern moving forward is with regards to Drag-Drop Operation, do you have an update regarding an official fix for fullscreen bug (vanishing drag visual when using r.setres …f command) ?

That is :3 Keep up great work !

So, after some more testing, having downloaded also Preview 3, definitely when using a parent/child blueprint setup, children always seems to get lost, when packaging game. It works just fine in editor, but a packaged game seems to lose any blueprint children, at least, it loses anything set inside children, I can’t tell if it loses reference completely, or just custom settings.

Thanks ! Unfortunately Gear VR support still doesnt work in preview 3. More details here. Any pointers how we could get going would be much appreciated.

Preview 2 was , especially with nav mesh changes! One thing though, after updating to update 3 our team seems to have following problem:
LINK : fatal error LNK1181: cannot open input file ‘B:\Epic Games\4.7\Engine\Binaries\Win64\UE4Game-Redist-InputDevice.lib’
file seems to be missing. We made our own controller plugin, so I guess it is somehow related to that.

If anyone has an idea how to fix it, it would be much appreciated.

[=;205282]
Hi Guys, work on preview 3!

I’m seeing an with launching projects on connected iOS devices, logs indicate that build is ok, and is correctly signed, but then fails before launch with an “unknown error” message.

I’ve tested on a simple project and also third person template project.

Thanks!
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update:

it looks like is a problem :

Program.: ERROR: Command failed (Result:1): /Users/Shared/UnrealEngine/4.7/Engine/Binaries/DotNET/IOS/DeploymentServer.exe

That file is indeed missing!

Hope that helps.

Hi ,

I believe you mention is already logged on our Known Issues List (on page 1): UE-6948 IOS launch on fails - mscorlib.dll was not found or could not be loaded

Thanks

[= ;205525]
Hi ,

I believe you mention is already logged on our Known Issues List (on page 1): UE-6948 IOS launch on fails - mscorlib.dll was not found or could not be loaded

Thanks
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, thanks , sorry for confusion.

Since 4.7 I can’t access my macros from my macro libraries anymore when working in widgets. Is intended or a bug?

Have any plans to support AMD Mantle?

[=Repne;205922]
Have any plans to support AMD Mantle?
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That and DX12. :slight_smile: