Unreal Engine 4.7 Released!

I’m excited about the new HTML 5 functionality :cool:

In the release notes it says “Firefox, Safari, or 64-bit Chrome is required during development (shipping builds work fine in 32-bit Chrome)”.
If you have one of these browsers during the development of the game, does anyone know if the shipped HTML5 version of a game will work in Windows Internet Explorer 9 ?

Regards,
Morten

[=mortengu;228885]
I’m excited about the new HTML 5 functionality :cool:

In the release notes it says “Firefox, Safari, or 64-bit Chrome is required during development (shipping builds work fine in 32-bit Chrome)”.
If you have one of these browsers during the development of the game, does anyone know if the shipped HTML5 version of a game will work in Windows Internet Explorer 9 ?

Regards,
Morten
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It will not work. IE 11 is the first Internet Explorer that has any real WebGL support, and unfortunately something about IE’s interpretation or optimization of Emscripten generated JS causes incredibly long load times (IIRC it was on the order of 5 minutes for ). Microsoft just announced that they would be considering .js support in Windows 10 though: ://blogs.msdn/b/ie/archive/2015/02/18/bringing–js-to-the-chakra-javascript-engine-in-windows-10.aspx

Cheers,

Ok, thanks !

Holy ****, what a behemoth of an update! Thank you Epic!

.unrealengine/latest/INT/Engine/Components/index.html

Sorry but component types links are broken .

My UMG Widget doesn’t seem to be ticking any more. Anyone have any idea why?

I have a Landscape orientated Android project for an NVidia Shield that was working correctly with Preview 8.

However, now that I have moved onto the 4.7 Release the camera FoV is significantly wider and the virtual thumb sticks have been squashed vertically to about 2/3 of their original height. Has anyone else seen before or do they have any ideas on what could be going on?

UE-9940 Trying to type of a text box that is applied to a 3D widget will result in a crash

Awesome! Glad is finally on the list! My game is pretty dependant on the 3D widgets and I was trying to solve the problem myself looking through the source code, but I’m too noob to do it x.x Glad it’s being recognized and hopefully fixed soon!

Just curious, anyone else having problems with 3d cursors in VR?

[=;228842]
Sorry delay I went to sleep.
is the screenshot with the manifest folder
https://www…com/s/c1af1upl3b03t7k/47_01.JPG?dl=0

Still Happen, even after of turn on and off the pc, as you can see:
https://www…com/s/0ynurq2qp1vghny/47_02.JPG?dl=0

The 4.7 is missing for download or launch.
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As i said in a previus post, i fix the problem deleting the “UE_4.7” folder from the /launcher/VaultCache directory and re download the 4.7 version again. That worked for me at least.

[]
As i said in a previus post, i fix the problem deleting the “UE_4.7” folder from the /launcher/VaultCache directory and re download the 4.7 version again. That worked for me at least.
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ok thanks, I did not see you previous post, i will test. it. Thanks.

Ok, bug report, doesn’t seem to be listed anywhere:

UMG Widgets set to “Hidden” do not Tick. If was an intended change can we get a state in which the widget is not visible but still Ticking?

Sadly my project crashes instantly when opening in 4.7 (as copy) - happened in all of the previews too. Submitted my crash reports and on Answer hub.

[=;228755]
Just a reminder. New documentation for component types links in components overview web page doesn’t work.
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Thanks for pointing out. Those pages didn’t get uploaded. Looking into why. Should have them up later today.

Don’t know if it’s just unsupported but unchecking compress lightmaps darkens some lightmaps when launching for html5 firefox.

Awesome, it released :smiley:

Awesome news :wink:
now i want to see some links to your html5 games

So I noticed that normal instanced meshes do not have a noticeable performance improvement with 4.7. How tied to the actual foliage tool are these improvements? Is there any way to harness the performance improvement with procedural tree placement from blueprint?

Mac users can now build, cook and package for Android, as well as deploy to Android devices from the editor or command-line.

You will need Java for OS X and the (which can be installed using the TADP installer in Engine/Extras/Android).

Do i overlook something, i can’t find the TADP installer , where is it located ?

Hi Guys,
I noticed morning that everything is now listed for one cent less in the marketplace (i.e. instead of $30 for an item, it’s $29.99). Is a glitch in the marketplace related to the 4.7.0 release?

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FIXED BLUEPRINT CYCLIC DEPENDENCIES

Blueprint loading has been redesigned so that it should be able to handle any “cyclic” scenario you throw at it. Your Blueprints can intermingle and cross-communicate all they want, and most importantly: they will load up properly next time around.

addresses many Blueprint on-load crashes, and other scenarios where Blueprints could be loaded in a malformed state!
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All changes are incredible, but … oh boy, if is true, the absolute jungle that my BP relations have to be in order to avoid circular references… is it over? Can I have a class call my HUD and my HUD call the same class back, for example? Is a dream? If it’s not a dream, I want to have your babies, Epic (all of them at once).