[=.OConnor;228748]
It looks like macros with delay nodes aren’t place-able in component based blueprints. Is that what you’re seeing?
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I see I cannot place a delay in a macro in a blueprint of type “macro library”. So nothing with components.
[=.OConnor;228749]
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).
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If I hit play it always says “there is an error and blueprint could not be compiled: xyz” or something like that. I know I can just ignore it and everything works like it should, but it is annoying.
Then what exactly do you have improved in 4.7? Where are the “cycle dependency improvements”? I compile one blueprint, and as a result another gets dirty. Then I compile the dirty blueprint, and the first one gets dirty again. Isn’t what should be fixed?
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Automatic World Origin Rebasing based on distance from local player now shifts the origin only in the XY plane
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Is there a reason for change? I feel that open world games with e.g. both tall mountains and underwater regions (i.e. huge shifts in the Z direction) benefit from the old behavior.
I like release. My project seemed to get a nice performance boost. I’m actually getting 60 FPS most of the time now. It caused a minor glitch in my dialog system where all the options were displayed even if they didn’t exist. Fortunately it was easy enough to fix and I spent more time cleaning up my wires than I actually did fixing it. In the end I think the hidden setting got reset to visible somehow.
I may be missing somethin’, but I’m wondering whether you can create a new blueprint component type based on an existing component type, ie: myboxcomponent extends boxcomponent would be a boxcomponent with some extra thing in its graph?
I don’t really like release I can’t get my project running in 4.7 (crashes on startup). I think Epic should have made some more preview releases and they should not have added new features in preview 6 or 7…
Do we still need to have the full Engine source downloaded for html5 projects as mentioned ? The release notes page made it sound like Empscripten and restarting the editor was all that was needed. I don’t see my browsers showing up under the launch menu.
[=;228782]
I may be missing somethin’, but I’m wondering whether you can create a new blueprint component type based on an existing component type, ie: myboxcomponent extends boxcomponent would be a boxcomponent with some extra thing in its graph?
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In general, yes. For box components specifically? Not yet. We’re kind of ‘soft-launching’ the Blueprintable components functionality, so we marked only UActorComponent and USceneComponent as Blueprintable for 4.7. In future releases we’ll test and roll out the ability to BP subclass more types of components (including making sure they’ve got a good BP API to work with). I just marked UCameraComponent as Blueprintable for 4.8 for example
You can mark any of your own custom C++ components with Blueprintable in their UCLASS() declaration if you want to be able to subclass them in the editor though.
I see collections listed along the top now, but how do I add a new collection?
Also can I get the old collection view back where it is below the content file listing?
I dont understand the new setup.
's a pic of what I mean:
://lightningfitness.org/misc/Collections.jpg
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Hey !
You can bring back collections via “View Options” button in bottom-right corner of Content browser!
It’s have not been changed, just hidden by default(Dunno why)
Ah, okay, dang.
I’m guessing if I were to set BoxComponent as blueprintable and make a BP subclass of it, that class wouldn’t work in somebody’s content-only project right now? Wanting to do it for a Marketplace thing
[=;228821]
Hey !
You can bring back collections via “View Options” button in bottom-right corner of Content browser!
It’s have not been changed, just hidden by default(Dunno why)
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[=;228822]
Ah, okay, dang.
I’m guessing if I were to set BoxComponent as blueprintable and make a BP subclass of it, that class wouldn’t work in somebody’s content-only project right now? Wanting to do it for a Marketplace thing
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Sorry, that’s correct. Things like box component are almost certainly safe/sane but we didn’t have time to vet every individual component for release and went with just the core ones that got a lot of testing.
If it were a mixed C++ and BP thing, you could subclass box component first in C++ and add the tag there, and that would be fine.
Yeah, the only reason that’s not ideal for me is it’s for something I want to distribute via Marketplace so it can’t have a C++ requirement. Although it kind of looks like those Packs might be a step in the direction of allowing C++ on the marketplace?
I am wrong or Quick Setting => Hide Viewport UI checkbox doesn’t work ?
Please where is Enable or Disable Realtime checkbox now ? I don’t see it within quick Setting ?
I opened LandscapeMountains , i have big artefact because All BP_Birds & all P_DistantBirds_Cheap_BluePrint
[=;228834]
Yeah, the only reason that’s not ideal for me is it’s for something I want to distribute via Marketplace so it can’t have a C++ requirement. Although it kind of looks like those Packs might be a step in the direction of allowing C++ on the marketplace?
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I don’t have any hard dates, but the limitation of content-only assets on the marketplace is something we want to eliminate as soon as possible.
The packs aren’t strictly related, they are really more to provide flexibility with templates/etc…, so you don’t feel locked in by choosing a control scheme up front and can mix and match if you wanted to have a spaceship section and a 3rd person section for example. They can be used for many other things, but they’re not really a replacement for plugins as the asset packs are cloned into your project, making updates difficult.
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Originally Posted by View Post
I did download 4.7 right now, but It missing now in the launcher…
note: I have folder with 11 gigas C:\Program Files\Unreal Engine\Launcher\VaultCache\UE_4.7
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 .