[=;228962]
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?
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Hello,
Thank you very much for letting us know of the issues you’re experiencing with our new release. There is currently a bug (UE-9784) in place for the Android you’re experiencing. We are working on however, it has yet to be resolved. A way to work around is to relaunch your project onto the device you’re using as it does not seem to happen each time it’s launched.
If you notice that it’s happening most of the time that you launch the project to the Android device, please submit a question to Answerhub.
I compiled a new clean project from ShooterGame morning that says it works with 4.7.0. And while it did run in the editor fine (BTW, cool new logo screen!) when I compiled it and tried to run it after a successful build, all I got was the infamous black screen of death. However, I did hear the audio of the new logo screen when the game fired up.
[= ;228793]
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…
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, do you have an existing AnswerHub thread or forum post with further information?
[= Vogel;229204]
, do you have an existing AnswerHub thread or forum post with further information?
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Indeed I have, first was a problem which occured in 4.6.1 but there fix some stuff in one blueprint fixed it, but I can’t get the project to run in 4.7.
I think there is some with your “project convert algorithm” in 4.7 because I just tried again to convert my fully working 4.6.1 project (no errors at all) to 4.7 and it just crashes on startup, and the log says there are really many warnings and errors (many which have nothing to do with changes of 4.7).
[=Demolition Man;229167]
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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Hi! The price change to prices ending in ‘99’ is no accident. at Epic Games we’re constantly researching ways to improve the Marketplace for both buyers and sellers. When we initially launched the Marketplace, we chose a round pricing structure for asset costs, keeping them as whole numbers. After further research and consideration, we’ve changed our pricing policy moving forward to adhere to the tenets of pricing theory, so that all prices will now end in “.99” in USD, and converted to the equivalent in other currencies.
What means is that instead of an asset selling for $30, it’ll now sell for $29.99 instead. Studies have shown that actually increases sales, so that’s the direction we’re going in now to keep the Marketplace competitive and keep content creators happy. Over the last two weeks I’ve reached out individually to currently selling assets on the Marketplace, and has agreed to the adjustment.
I compiled a new clean project from ShooterGame morning that says it works with 4.7.0. And while it did run in the editor fine (BTW, cool new logo screen!) when I compiled it and tried to run it after a successful build, all I got was the infamous black screen of death. However, I did hear the audio of the new logo screen when the game fired up.
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Hey Demolition Man-
When you say “run it after a successful build” are you referring to compiling the code though Visual or the Editor, or do you mean after packaging the game for Windows? Also could you make a post on the AnswerHub to help us monitor bug better.
I think there is some with your “project convert algorithm” in 4.7 because I just tried again to convert my fully working 4.6.1 project (no errors at all) to 4.7 and it just crashes on startup, and the log says there are really many warnings and errors (many which have nothing to do with changes of 4.7).
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Could you make a post on the AnswerHub so that we can track better? If you could check if you have the same problem in a new 4.6.1 project that you convert to 4.7 as well it would help in determining what the exact cause is.
I had before custom AndroidManifest.xml with custom activites and meta-data. How can I add in 4.7? I only see extra settings for activity but I don’t know how to add new activity… Please help. Eventually where is generating AndroidManifest? I would like to change …
[snip] our devs informed me that is by design. The reason is, Latent nodes (any node with the clock symbol like below) cannot be used in a macro that can then be used inside of a function. To keep errors from occurring, they blocked all latent nodes inside of the engines StandardMacro library. /end
I haven’t played around with 4.7 since I found that in case it’ll get changed back, now I’m wondering if there’s a way to get around . Create your own library based on some other class? It’d be great to hear from the devs what they’d recommend.
[=;229315]
Could you make a post on the AnswerHub so that we can track better? If you could check if you have the same problem in a new 4.6.1 project that you convert to 4.7 as well it would help in determining what the exact cause is.
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Hi , I already have a post on the answer hub for , did you not see the link I posted? Or do you really want me to create another post which is more specified to the 4.6.1 to 4.7 problem?
[=;229323]
[snip] our devs informed me that is by design. The reason is, Latent nodes (any node with the clock symbol like below) cannot be used in a macro that can then be used inside of a function. To keep errors from occurring, they blocked all latent nodes inside of the engines StandardMacro library.
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I know post on the answerhub, but I don’t try to place a macro in the StandardMacro library And I don’t want to use the macro in a function, only in events.
UE 4.7 is a major release, so the community expect to have the content examples updated in the MARKETPLACE
we need some professional examples references related to the new features like the new vegetation shader etc…
[= ;229326]
I know post on the answerhub, but I don’t try to place a macro in the StandardMacro library And I don’t want to use the macro in a function, only in events.
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Not sure if I got you right but (blazingly fast reply post btw!) I think what they mean is delays used in the StandardMacro library can then get placed in functions as well as events… I think. Nothing about placing macros inside a macro in the library if I get you correctly.
It seems like they could’ve made it so that anything with delay nodes in them would cause a compile error if used in functions, and work just like pre-4.7 if a for loop with delay from the StandardMacro library would be used in an event. I’d be all for that. Now they over-killed it a bit judging from the small pieces that I’ve gathered.
[= ;229325]
Hi , I already have a post on the answer hub for , did you not see the link I posted? Or do you really want me to create another post which is more specified to the 4.6.1 to 4.7 problem?
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The link in your previous post relates to another (the project not opening in 4.6.1). Opening a new post specifically for the 4.6.1 to 4.7 conversion will help us track each problem separately and make it easier to search for if someone else has the same problem in the future.