Unreal Engine 4.7 Released!

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I might be missing something…is there no way to override an actor component’s constructor with blueprints? (What does the Auto Activate flag do, anyway? I had hoped that it setting it to true would cause the Initialize Component event to act like a constructor – but it doesn’t seem to be the case.)
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InitializeComponent is your rough equivalent to BeginPlay. Is inadequate for what you need?

Activation is something that is used for Audio and Particle components (among a very few others), it also used to be tied to whether a component could tick. The auto activate and tick have been disconnected and hopefully for 4.8 we are going to clean up activation to only exist for the components that actually use it. It had been at the base level in an effort to keep a consistent API for activation, but it has become more confusing given how few components use it.

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First, if a component is part of the actor, rather than just attached to the actor out in the level, there’s no way to modify the component’s variables from the level editor. It’s terribly inconvenient. It would be really nice to be able to change those variables on a per instance basis from the level editor. I’m not sure why it works the way it does.
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Are you talking about components defined in the blueprint’s component tree? We did try to make them editable on a per instance basis but it was causing a huge number of bugs and at the last minute we had to disable it. I certainly hope to get it back in for a future release, however, I haven’t had time yet to figure out why the mechanism was causing so many and varied bugs.

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Second, if the component is attached to the actor in the level, it’s exposed variables are modifiable, but the editor doesn’t dirty the actor and thus fire it’s constructor when these variables are messed with. I made an exposed boolean on my actor that I can toggle on and off in order to force the constructor to execute (more easily), but again, it’s inconvenient. It’s a couple extra clicks for something that updates wonderfully and automagically when the code is in the actor’s constructor. It’s swank to move a slider and see things happen immediately in the viewport.
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is fixed for 4.8. github/EpicGames/UnrealEngine/commit/5f81ed6b5a0414c7ffa6ae639bdafd0622f2163a

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Third, it’s pretty fragile. For example, I ‘accidentally’ deleted an event on a component that was called by the actor’s constructor, and the editor crashed hard. I’ve had some other minor bugs that I believe are caused by the way the components handle circular references, where a level containing an actor attached to a component refuses to save because the component is a ‘private object’.
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Certainly crashing is no good, please put up answer hub posts with repro cases for these (if you haven’t already). The component template in a blueprint certainly may not hold a reference to an actor in the level. A component added via the component tree to a specific instance should be able to, though it is potentially going to cause issues if you promote that instance to a class, if you have a repro case for that kind of error please also put that up on AnswerHub, I’d definitely like to fix it.

Thanks for the feedback.

UPDATE!

The 4.7.1 Hotfix is now live! It contains a number of fixes for our latest release, all listed below.

If you experience a bug with the 4.7.1 Hotfix, please remember to log a bug report for the on the UE4 AnswerHub to the Bug Reports section.

Fixed in 4.7.1

UE-6706 Text does not scale when using the “Draw Text” node in a HUD blueprint
UE-7139 Crash caused by “/Game/Maps/UEDPIE_2_Menu.Menu not cleaned up by garbage collection!”
UE-7497 No Graphs are displayed in Visual Logger after enabling them
UE-9745 Color picker does not work.
UE-10016 Using the Merge Blueprints crashes the editor
UE-10114 LevelScript should not get a Overlap event added by default
UE-10137 Redirected graph nodes cause a crash in IsDataOnlyBlueprint
UE-10141 Vehicle code project has default texture in packaged game
UE-10143 High reflectivity on all materials in SunTemple on Android
UE-10167 Undoing a pasted custom event node with an input pin results in a crash
UE-10169 When installing VS through the editor, invoke installer with a command-line parameter that enables Microsoft’s Telemetry
UE-10257 Mac to Android first time device is plugged in, after installing tadp still has to place sdk paths
UE-10260 Pre-existing Foliage stays at highest LOD
UE-10277 Android fails to show as valid platform for Mac in UFE until editor is opened
UE-10283 TargetArray nodes are reported as invalid if played in Standalone mode but not in PIE
UE-10298 Creating an exposed variable does not always update correctly to the bp’s Details panel
UE-10305 Set Timer node does not stop the timer if it is set to zero by the Custom Event
UE-10313 Crash playing animation montage in reverse
UE-10319 Crash attempting to edit a Struct Transform’s rotation value as a slider
UE-10406 All shadow casting on Paper2D sprites is broken (no sprites cast shadows)
UE-10410 Reparenting an Actor blueprint crashes the editor
UE-10510 Crash occurs applying instance changes to blueprint when instances have different changes
UE-10524 Icon reports failure to add if creating a project with source control enabled
UE-10529 TappyChicken: HTML5: Firefox: The Fullscreen button now displays the screen offcentre (large black border on the right)
UE-10537 Editor crash when child component has physics enabled and is moved
UE-10562 Empty if blocks are generated in shaders and can cause driver compiler crashes on Android
UE-10646 Crash occurs copying a non-scene component in component window
UE-10650 Possible crash in USceneComponent::UpdatePhysicsVolume
UE-10658 Excessive memory consumption in some circumstances due to off-by-1 count error
UE-10732 Actor’s attached to an Actor with a blueprint created root component don’t stay in correct relative position when moved
UE-10793 GitHub 851 : Update .gitignore - ignore FeaturePacks
UE-10812 Comparing BB entries doesn’t work
UE-10822 Crash clearing the undo buffer during blueprint merge
UE-10826 Crash compiling Level BP after deleting event

://www.recreateweb.au/wp-content/uploads/2014/02/homer-computer-woohoo.jpg

The new release will not convert my 4.6.1 project. I try opening a copy with the new release and it gets to 94 percent and then hangs. Task manager shows memory and cpu usage but I gave it over an hour before I killed the task.:eek:

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The new release will not convert my 4.6.1 project. I try opening a copy with the new release and it gets to 94 percent and then hangs. Task manager shows memory and cpu usage but I gave it over an hour before I killed the task.:eek:
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Hi ,

Please make a post on the answerhub in the bug reports section at ://answers.unrealengine so we can assist you in depth. Additionally, is limited to one project or does the hang occur on any project you attempt to move to 4.7?

I tried a 4.5 project with the same result. It stalls at 94% I will repost in the link you supplied. Thanks.

I downloading the 4.7.0 version but it’s changed to 4.7.1 during download in launcher … it’s possible to broken the final installation ? i’m on low speed internet connection and it’s very hard for me to download 4 GB again …

yeah, I still cannot convert my project - 95% then boom, hard crash.

I have posted on Answerhub - since the preview builds - and have constantly updated with new information / new builds.

[=Vahid;231203]
I downloading the 4.7.0 version but it’s changed to 4.7.1 during download in launcher … it’s possible to broken the final installation ? i’m on low speed internet connection and it’s very hard for me to download 4 GB again …
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Look up a couple posts, they just released 4.7.1

I tried filing under the bug reports answerhub, and it wouldn’t allow me. So I’m posting in hopes gets fixed in 4.7.2 or 4.8, whichever comes first.

Basically, whenever I change a setting under the Editor or Project settings menus, the entire editor freezes for a solid 3+ seconds and then unlocks as if nothing happened. is EXTREMELY frustrating and really making it hard to work on my project. I didn’t find any other reports of so I seriously hope it isn’t a personal. My machine is in fully working order and has no other issues. Also worth mentioning is the last version I used prior to upgrading to 4.7/4.7.1, was 4.4.3. And it did not exhibit problem.

[=Ragnarok;231261]
I tried filing under the bug reports answerhub, and it wouldn’t allow me.
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Hey Ragnarok,

I don’t want to clutter up the conversation in thread, but can you send me a Private Message on the (click on my username) and give me the details of how the AnswerHub did not let you post?

Thanks

[=Kenomica;231204]
yeah, I still cannot convert my project - 95% then boom, hard crash.
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The problem really is Epic’s “Features over Stability” attitude.

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UPDATE!

The 4.7.1 Hotfix is now live! It contains a number of fixes for our latest release, all listed below.

If you experience a bug with the 4.7.1 Hotfix, please remember to log a bug report for the on the UE4 AnswerHub to the Bug Reports section.

Fixed in 4.7.1

<SNIP>
UE-10283 TargetArray nodes are reported as invalid if played in Standalone mode but not in PIE
<SNIP>

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Epic, thank you so much for fixing UE-10283! I can confirm the usecase works now.

I’m really happy with the ultra-quick turnaround on bug, when it was not ready for 4.7 I’d never dreamt a hotfix with resolution would arrive so quickly, so my thanks to Epic and the dev(s) who fixed !

And now I can finally start using the grand features of 4.7!

[= ;231276]
The problem really is Epic’s “Features over Stability” attitude.
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While I’m in the same boat with 4.7.0 and now 4.7.1 not letting me load my project (answerhubbed since Preview 8), I don’t really think Epic has such a mentality.

At first I was a bit distressed that I couldn’t get on 4.7.0 while lots of people seem to be having fun with the new features (better cyclical dependency handling, better UMG!), but those features have been in the works for a long time: it’s only in the last few days that I’ve been able to tell Epic about my problems with their release, and so they’ve only had a few days to work on a solution. The real test of your statement, at least for me, is what happens in the time after release - how good are Epic at post-release support? And heck, with 4.7.1 out already with bug fixes, I’m pretty confident they’re not OK with software that doesn’t work as intended! So I have some faith that fixes will be along, not in 4.7.1 for me, but at some point soon :slight_smile:

Don’t lose hope!

It’s not in the patch notes, but has ACharacter::OnJumped_Implementation() been made virtual? If not, please don’t tell me we’ll have to wait for 4.8 instead of patching in 4.7.2. We can’t compile our game, and we don’t want the entire department to modify the engine source. (Seeforums.unrealengine/showthread.php?59962-4-7-C-Transition-Guide&p=228665&viewfull=1#post228665)

[=Shammah;231318]
It’s not in the patch notes, but has ACharacter::OnJumped_Implementation() been made virtual? If not, please don’t tell me we’ll have to wait for 4.8 instead of patching in 4.7.2. We can’t compile our game, and we don’t want the entire department to modify the engine source. (Seeforums.unrealengine/showthread.php?59962-4-7-C-Transition-Guide&p=228665&viewfull=1#post228665)
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Unfortunately that is not going to be able to be fixed until 4.8 as we are unable to make changes that affect DLL layout (such as adding a function to the virtual function table) in a hotfix.

[= Audy;231390]
Unfortunately that is not going to be able to be fixed until 4.8 as we are unable to make changes that affect DLL layout (such as adding a function to the virtual function table) in a hotfix.
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Mark, any of being hotfixed or will the same limitation apply? I haven’t had any response to the bug report yet, but I think it’s something that would be worth looking at asap.

Regarding the project conversion crashes (as affecting MkII, Kenomica, , McSean, Praseodyl, JDLOKI, and Rashura), these issues are currently under investigation. We are concerned about these issues and hope to identify the cause and solution for them, but it must be noted that does not appear to be a single, widespread, as is only known to be affecting a few individuals like listed above. Many variables may play a factor in the cause, including custom plugins and code.

We thank you for your patience, and encourage you to continue development in the version that is stable for your project (most likely 4.6.1) until a resolution is found.

Cheers

Is anybody still getting an instant crash when loading up on Android? The Open Level command seems to have big’ol issues.

(Sorry Engine Team, it must suck doing a release and getting nothing but bug reports :()

[= ;228229]

DOWNLOADABLE CONTENT (DLC) PACKAGING BETA

Downloadable content (DLC) can now be packaged up for distribution!

Currently is in beta testing and requires a command-line tool. Create your add-on DLC inside a game plugin Content folder, and use the new packaging tool to “cook” and optimize your content for your platform of choice.

makes use of the game’s asset registry to know what content is already supplied in the shipped game, and will cook anything needed from the game’s content into the DLC.

To use , run the cook utility for your game with “-CreateReleaseVersion=x.y”, then again for each DLC plugin with “-BasedOnReleaseVersion=x.y -DLCName=MyPluginName”.
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interests me VERY much. Am guessing it is not an automated ‘program notices you do not have, thus downloads from server’ thing, but rather a download and install yourself thing?

I would like to have the ability to have a server/client notice at least that the client does not have the current map and automatically start a download of it (of course through a redirect if set) … so people can make 3rd party maps for any game I may end up making.