Unreal Engine 4.7 Released!

And i’ve got very weird pixelation on my screen space reflections. It was not there on 4.6.1. Is there any known about or i should try it with blank project and report?

[=;228613]
I did download 4.7 right now, but It missing now in the launcher… :confused:
note: I have folder with 11 gigas C:\Program Files\Unreal Engine\Launcher\VaultCache\UE_4.7
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Im having the same problem … is annoying :frowning:
I am trying with the “repair” option after “verify”, now is verifying again -.- … hope fix the problem

[=;228613]
I did download 4.7 right now, but It missing now in the launcher… :confused:
note: I have folder with 11 gigas C:\Program Files\Unreal Engine\Launcher\VaultCache\UE_4.7
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Hey ,

Are you still having ? We are trying to track down the cause of it currently, if possible could you please post a screenshot showing of the contents of folder: “C:\ProgramData\Epic\EpicGamesLauncher\Data\Manifests”

If you are not able to find the ProgramData folder, click on the “View” menu/tab at the top of Windows Explorer and open up the Options menu. From the popup that opens select the View tab, and then change the option for “Hidden files and folders” to “Show hidden files, folders, drives”, and press Ok. You should now see ProgramData in the list of folders on your .

Just post the screenshot (or PM me with it) and I will make sure it gets passed on to the staff working on .

After you have done that, try closing the launcher and reloading, if that doesn’t fix it please let me know

Thanks!

I’m stunned!

Can I order a pizza or something for you epic guys and girls ? :slight_smile:

I’ll need the whole day to all the release notes :cool:

[=;228643]
Im having the same problem … is annoying :frowning:
I am trying with the “repair” option after “verify”, now is verifying again -.- … hope fix the problem
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Can you also please take a screenshot of the folder as outlined in my post above? You can post it or PM me either way.

Thank you!

[=;228599]
[edit] It’s possible you’re still getting the error incorrectly though. If it is preventing you from modifying values in the component (as opposed to the component pointer itself), then that’s not intended.
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Ah, just saw you edited your post. Yes, it prevents me from modifying values of the component in a function because I can’t pass the component by reference. So it’s not intended?

When I click Install 4.7 does not start downloading. Nothing happens. Is there an with the installer?

Wow thats a long update list. Good job!

-The launcher just crashed while downloading 4.7 :frowning:

[=;228647]
Can you also please take a screenshot of the folder as outlined in my post above? You can post it or PM me either way.

Thank you!
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Sure, you have, thanks you!

EDIT: ( The image is to large, i send you a PM).

EDIT2: Just want to let you know that i fix the problem deleting the UE_4.7 folder from the launcher/VaultCache directory and re download the 4.7 version again

Now tooltips pops up every time I hover over node. How can I disable ? It’s annoying and distracting me :wink:

That’s great news, and much more stuff than I expected!

I am just a bit worried that issues in 4.7 preview 8 are still not fixed, and I can’t wait for 4.7.1

Also, I have a toy project that I started with 4.7 preview 3 and that simply refuses to open (the editor simply does not open) That’s a bit disheartening

Amazing work as usual. :smiley: Will there be some documentation up for the AI Perception System (and component) soon? Thanks and keep up the amazingly “unreal” work! :wink:

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And i’ve got very weird pixelation on my screen space reflections. It was not there on 4.6.1. Is there any known about or i should try it with blank project and report?
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Make sure your engine scalability settings in the editor are all set to Epic. Also make a global post process volume (check Unbound) and you can control the SSR quality. The default is medium quality for good performance.

[= ;228649]
Ah, just saw you edited your post. Yes, it prevents me from modifying values of the component in a function because I can’t pass the component by reference. So it’s not intended?
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Hi ,
We will be investigating more, as we do believe your running into an unintended.
is a side effect of an intended change however which we believe to be valid so we need to determine the correct path to ensure we get to a good place.

We have created a reproduction we believe is representative of your problem.
We are tracking the bug in UE-10800.

Thank you for reporting .

For anybody running into , as pointed out in an earlier post you can work around it by moving the DestroyComponent() or other calls generating such an error into the caller (the blueprint that owns the component)

Why am I no longer able to use delays in Macros?? Since there is no “While Loop With Delay” I made one myself, but now that’s no longer possible? :eek: You always said you just don’t put any flow control with delay into the engine because we could just make such macros our self, but now you also disabled the possibility??

[=;228719]
Make sure your engine scalability settings in the editor are all set to Epic. Also make a global post process volume (check Unbound) and you can control the SSR quality. The default is medium quality for good performance.
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Thanks , i didn’t realize my settings were reset. Another small problem that i’m not sure if i should ask or not but, installing emscripten, restarting both launcher and editor doesn’t give me HTML5 option on launch button. And there is other problem i mentioned above about saving levels with actors with blueprintable components on scene.

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No special constructors needed! Your class constructors no longer need to take an Object Initializer argument.
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Could we get a syntax example on ? I take means we no longer have to change GENERATD_BODY() to GENERATED_UCLASS_BODY() to use custom constructors? Is just adding a AMyClass::AMyClass() {} enough now?

EDIT:

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New: Added ability to reference actors by name in Blutilities
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Unless something changed now from preview 7, Blutilities don’t work at all, they’ve been completely broken for a while now. :expressionless:

[= ;228732]
Why am I no longer able to use delays in Macros?? Since there is no “While Loop With Delay” I made one myself, but now that’s no longer possible? :eek: You always said you just don’t put any flow control with delay into the engine because we could just make such macros our self, but now you also disabled the possibility??
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It looks like macros with delay nodes aren’t place-able in component based blueprints. Is that what you’re seeing?

Edit: more precisely, if your macro library is using Actor as it’s Parent Class it’s macros can’t be used in component blueprints.

[= ;228559]
I hoped your blueprint cycle dependency fixes would fix , but I have still one blueprint which is always “dirty” after compiling. I click compile, it compiles without errors or warnings, but it’s still not really compiled. How could I fix ?
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Improved detection of dirty won’t be done until 4.9 at the earliest. You can safely ignore the dirty state, although we know how annoying and potentially confusing it is. It’s risky to fix safely, as being erroneously clean is worse than being erroneously dirty (the former means a wasted CPU time in some cases, the latter means errors can go undetected).

[=;228741]
Could we get a syntax example on ? I take means we no longer have to change GENERATD_BODY() to GENERATED_UCLASS_BODY() to use custom constructors? Is just adding a AMyClass::AMyClass() {} enough now?
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Example Syntax