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 ?
[=mortengu;228885]
I’m excited about the new HTML 5 functionality
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
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?
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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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.
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?
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?
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).