Unreal Engine 4.7 Released!

[=;231471]
(Sorry Engine Team, it must suck doing a release and getting nothing but bug reports :()
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It would be amazing if people dedicated a day to speaking about all the things that work well! :smiley:

I did a quick check and didn’t notice any issues reported for Android ā€œOpen 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! :smiley:

I did a quick check and didn’t notice any issues reported for Android ā€œOpen Levelā€ crashes. Please let us know the details in the AnswerHub (click link in my signature).
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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 ā€˜Accessed None’ 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. I’m sure these will get fixed over time and the timing with GDC around the corner doesn’t make it any easier.

But let’s get some positive vibes on thread and I’ll share some of the things I’m excited and have enjoyed in release…

  • VR Preview: has been something I’ve 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 ā€˜Viewport’ Tab wasn’t there and I’m sure it’s 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 I’m 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: It’s 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 ā€˜Add Component’ 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 haven’t dug deep into the settings so it’s possible it’s there already.
  • For every time you add a new component to a BP, if it’s the first instance, it doesn’t have ā€˜1’ appended to it at the end. I can’t tell you how many times I had to click to rename a new component just to delete that ā€˜1’. Small things definitely make the difference.
  • Even though there is a little funkiness with the variables on the left and properties on the right, I’m 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. I’ve had issues in the past where I can’t 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 I’ve 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! :smiley:

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
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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 it’s just not complex enough to cause these issues :wink:

And yeah, I am patient and hope you will find and fix the in the next week.

Thank you Epic!Great work.
I have a question on AnswerHub.Please have a look:
How to keep a reference of other DataTable in a DataTable?

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?

For last two weeks my editor crashes when saving after landscape ligtning is beilng built ! It happens both on 4.7.0. and 4.7.1. I did not recieve any feedback for my question! https://answers.unrealengine/questions/178534/editor-crashes-5-times-in-a-row-when-saving-after.html

Please do something!

Hello.
Any news about UE-7334?

hey guys…
i don’t know what happened to my download progress …
in downloading 4.7.0 from launcher it’s changed to 4.7.1 automatically and then after 6 hours it’s 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 it’s started from begin and make a folder in a new location at address
programfiles/epic games/ launcher/ PatchStaging/ UE_4.7Live-Windows install …

please help me on downloading progress why it’s stopped from downloading and why didn’t resume downloading again ?
if the VaultCache downloaded files isn’t 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.
[/]

Thanks for the heads up :slight_smile:

[= ;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.

Waiting 1 week then we’ll try updating our project to 4.7.1. Just to be safe if there’s another hotfix on the way :slight_smile:

[= Audy;231103]
InitializeComponent is your rough equivalent to BeginPlay. Is inadequate for what you need?
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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 editor’s viewport of the actor’s position.

I’m just a little sad that I couldn’t exactly duplicate the same sort of behavior with my FollowSpline component. The component could work by calling a function on the component from an actor’s 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! :smiley:

I did a quick check and didn’t notice any issues reported for Android ā€œOpen Levelā€ crashes. Please let us know the details in the AnswerHub (click link in my signature).
[/]

Awh, to be fair, though it isn’t 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 ā€˜force no precomputed lighting’ 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 you’re 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 I’ve 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.

2 days and new version.
Should we supposed to be cheer up for ?

[=caner_ozdemir;232129]
2 days and new version.
Should we supposed to be cheer up for ?
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No, let’s keep on complaining and devaluing these people’s 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:
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I had pre computed lighting disabled all the time, so unfortunately does not fix it for me.

[=;232117]
All, If your project or map crashes while loading after 4.7 conversion, try trick:

Open your project in 4.6, tick ā€˜force no precomputed lighting’ 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 you’re 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 I’ve 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.
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I’m 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.

I joined to Unreal Engine recently and i’m not sure to download and work with it now. or waiting some more days to see what will come :confused: