[=;231471]
(Sorry Engine Team, it must suck doing a release and getting nothing but bug reports :()
[/]
It would be amazing if people dedicated a day to speaking about all the things that work well!
I did a quick check and didnāt notice any issues reported for Android āOpen Levelā crashes. Please let us know the details in the AnswerHub (click link in my signature).
[= ;231537]
It would be amazing if people dedicated a day to speaking about all the things that work well!
I did a quick check and didnāt notice any issues reported for Android āOpen Levelā crashes. Please let us know the details in the AnswerHub (click link in my signature).
[/]
You guys are doing a great job and between the major updates in 4.6/4.7, had the potential to happen due to such drastic changes in the engine. I am myself experiencing a lot of issues in 4.7.0/4.7.1 from rough instancing performance (static meshes), crashes and a ton of random āAccessed Noneā errors, inherited Blueprint classes having all their defaults set to 0 and so forth does get frustrating. But I try to stay positive, work around it and keep the support staff informed when issues arise to keep nailing out the bugs. Iām sure these will get fixed over time and the timing with GDC around the corner doesnāt make it any easier.
But letās get some positive vibes on thread and Iāll share some of the things Iām excited and have enjoyed in releaseā¦
VR Preview: has been something Iāve wanted to see for a long time and makes testing much more convenient than running Standalone, and typing the exec commands to get it enabled
Blueprint Components: is awesome! Last night I was extremely confused why the āViewportā Tab wasnāt there and Iām sure itās going to get easier if you want to make containers for custom actors but after calling Spawn, and replicating the variables from my base class. It worked great. I did have to call destroy and for some reason, doing that only makes it visible when I actually click play which Iām guessing is a bug. But as a start, its going to be great especially the scriptable ones that more or less just add functionality just by adding them.
Transparency Sorting: Itās a huge plus for me with some of my materials and worked well for a scenario last night that I needed it
Color: Yup, adding the color green and blue boxes that Highlight things like āAdd Componentā is great to see and I hope we see more color pop up and making it customizable while still keeping the primary dark theme feel. It would be great in the future to save maybe themes and be able to share them if happens but I havenāt dug deep into the settings so itās possible itās there already.
For every time you add a new component to a BP, if itās the first instance, it doesnāt have ā1ā appended to it at the end. I canāt tell you how many times I had to click to rename a new component just to delete that ā1ā. Small things definitely make the difference.
Even though there is a little funkiness with the variables on the left and properties on the right, Iām really digging the more streamlined BP editor and am excited to see it only get better over time. As a suggestion, in the future, you should add a Tab that allows you to see every node possible in some form of layout. Iāve had issues in the past where I canāt find nodes in the grid without a find and sometimes have lost unconnected code never to be seen again. That and a BP Callstack would rock!
Those are just some of the things Iāve been happy to see over the past couple of days and I know you guys will nail out all the issues. You guys have pulled a lot of long nights dealing with some pretty crappy weather, not to mention GDC. Keep it up and glad you and the team are working hard to make 4.7 a great release!
Awesome release, love Blueprint components. I really want to be able to select several instanced meshes and combine them into a Blueprint though. would be so handy.
[= ;231465]
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
[/]
Just because only 7 people told you they have a problem it does not mean it does only affect 7 people :rolleyes:
And my project is blueprint only with no custom code and the only plugin is 's VictoryPlugin which has never caused any issues.
If you would have something like a stress testing project which you try to convert to the newest engine version to see whether everything works fine before you release the new version then you probably would have find the before you released 4.7. I guess you have something like , but maybe itās just not complex enough to cause these issues
And yeah, I am patient and hope you will find and fix the in the next week.
Having issues with Android deployment on OSX [Macbook pro mid 2014 with 10.9.5]
Devices does not show up in launch menu (tried with Shield,Shield tablet,HTC Nexus 9).
I can see devices right in Nvidia profiling tools,Eclipse,Android and adb devices and i can deploy to them. Shields are updated to latest available OTA, still running 4.4 though, Nexus 9 is Android 5.x
I cannot either package for Android just gives error when packaking APK. Is expected behaviour or should launching directly to Android device work also on OSX?
hey guysā¦
i donāt know what happened to my download progress ā¦
in downloading 4.7.0 from launcher itās changed to 4.7.1 automatically and then after 6 hours itās stopped from downloading and make a folder at address
programfiles/epic games/ launcher/ VaultCache/ UE_4.7/ stage/ install ⦠with 6.06GB size
after downloading progress stopped i start download again but itās started from begin and make a folder in a new location at address
programfiles/epic games/ launcher/ PatchStaging/ UE_4.7Live-Windows install ā¦
please help me on downloading progress why itās stopped from downloading and why didnāt resume downloading again ?
if the VaultCache downloaded files isnāt required can i delete them ?
i see all files in VaultCache and PatchStaging, install folder are the same !
[= ;231465]
Regarding the project conversion crashes (as affecting MkII, Kenomica, , McSean, Praseodyl, JDLOKI, and Rashura), these issues are currently under investigation.
[/]
[= ;231465]
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
[/]
Thanks for the reply. I understand how difficult it is to test all these features with so many variables in play.
[= Audy;231103]
InitializeComponent is your rough equivalent to BeginPlay. Is inadequate for what you need?
[/]
Thanks for the reply (and the quick hotfix) (and the overall awesome engine).
An example of one use case where a construction script would be nice on a component:
I tried implementing a FollowSpline behavior/component. In my dumb little Heartbreaker game for the Feb game jam, I use a construction script on all my actors to snap them splines and indicate with a percentage slider where along the spline they should start, with immediate feedback in the editorās viewport of the actorās position.
Iām just a little sad that I couldnāt exactly duplicate the same sort of behavior with my FollowSpline component. The component could work by calling a function on the component from an actorās construction script, but that sort of ruins the fantasy of just attaching the behavior to literally anything and having it work without additional effort or script.
[= ;231537]
It would be amazing if people dedicated a day to speaking about all the things that work well!
I did a quick check and didnāt notice any issues reported for Android āOpen Levelā crashes. Please let us know the details in the AnswerHub (click link in my signature).
[/]
Awh, to be fair, though it isnāt on the forum - I do rave about how great UE4 is to people who are unsure on what engine to pick ^^
I am really excited to be able to convert my project when is solved, especially the new foliage renderer, instanced improvements and be able to build lighting for my rotated landscapes =D
All, If your project or map crashes while loading after 4.7 conversion, try trick:
Open your project in 4.6, tick āforce no precomputed lightingā under world settings, build your lighting once to propagate change, save map and replace the map in your converted 4.7 project (which crashes at point) with modified map. Now open the 4.7 project again, if your is the same as mine (editor crashes while trying to load baked lighting for the map) then might help you.
Once youāre able to open the project in 4.7 you should be able to turn precomputed lighting back on and build as usual. I had the same with the early preview builds as well, after applying workaround Iāve not seen the since on my preview testing project. Today I tried converting my project into 4.7 and ran into the again, fortunately the same workaround helped again.
[=caner_ozdemir;232129]
2 days and new version.
Should we supposed to be cheer up for ?
[/]
No, letās keep on complaining and devaluing these peopleās extremely hard and difficult work. That will teach them for completely opening up their award winning game engine to the entire world!
[=;232117]
All, If your project or map crashes while loading after 4.7 conversion, try trick:
Open your project in 4.6, tick āforce no precomputed lightingā under world settings, build your lighting once to propagate change, save map and replace the map in your converted 4.7 project (which crashes at point) with modified map. Now open the 4.7 project again, if your is the same as mine (editor crashes while trying to load baked lighting for the map) then might help you.
Once youāre able to open the project in 4.7 you should be able to turn precomputed lighting back on and build as usual. I had the same with the early preview builds as well, after applying workaround Iāve not seen the since on my preview testing project. Today I tried converting my project into 4.7 and ran into the again, fortunately the same workaround helped again.
[/]
Iām using baked lighting, so I will definitely give it a go. Thanks for the tip.
That did it! THANK YOU!
EDIT : Though it is VERY unstable. After building lighting, there is till a 50/50 of a hard crash whenever I open a map or compile a blueprint.
Also, rotated landscapes still have terrible splotches everywhere, despite the patch note stating it was fixed. Back to 4.6 for me.