[=Majority;229333]
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…
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+1
I’d also love to see the changes talked over in a video. There’s a lot of tutorials out there that show workflows that aren’t recommended anymore, and some that are so out dated they don’t work at all. The staff might actually save themselves time by doing as opposed to answering questions.
In case anyone else has the same problem: When connecting the editor to Git Source Control, it doesn’t seem like you can use the cygwin version of git. When I connected mine to a GitHub installation, it seems to work fine though.
So:
Path: E:\Programs\cygwin\bin\git.exe - Bad
Path: C:\Users\MyName\AppData\Local\GitHub\PortableGit_numbers\bin\git.exe - Good
[=;229341]
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.
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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.
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I seriously question those studies. It sort of suggests that humans really are that stupid. Sorry, I am not. I hate .99 prices… I want round numbers back. I might just have to contact some of the marketplace people directly and buy straight from them for round numbers …
[=;229290]
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 $29.99 instead. Studies have shown that actually increases sales, so that’s the direction we’re going in now to keep the Marketplace competitive and keep content creators happy. Over the last two weeks I’ve reached out individually to currently selling assets on the Marketplace, and has agreed to the adjustment.
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Yes, they are actually right, them studies.
I just bought the ‘photorealistic landscapes’ pack with 5 beginner made low quality landscapes with low quality textures, which was offered for outrageous 150$.
I thought, well…149.99$ seems about right
I think I’m also staying on 4.6.1 for a bit (due to [circular dependency maybe?]). While it’s nice to see the editor progressing, stability is better than anything!
On a side note, does anyone else see an where the default values for blueprints are reset when they upgrade (4.6.1 - 4.7.0)? I have at least 1 float value that thinks its default is now 0.0 not 60.0, despite the editor telling me its default is 60.0. Similarly for a vector (0.0, 1.0, 0.0 thinking it’s 0.0, 0.0, 0.0). I can get around it by remaking these vars in the blueprint it seems, but maybe someone else came across it and fixed it without all the hassle?
[=MkII;229504]
I think I’m also staying on 4.6.1 for a bit (due to [circular dependency maybe?]). While it’s nice to see the editor progressing, stability is better than anything!
On a side note, does anyone else see an where the default values for blueprints are reset when they upgrade (4.6.1 - 4.7.0)? I have at least 1 float value that thinks its default is now 0.0 not 60.0, despite the editor telling me its default is 60.0. Similarly for a vector (0.0, 1.0, 0.0 thinking it’s 0.0, 0.0, 0.0). I can get around it by remaking these vars in the blueprint it seems, but maybe someone else came across it and fixed it without all the hassle?
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I have similiar with some floats and also texts, but they appear to be random (sometimes they get set to correct value, sometimes they don’t). I also think does not appear everywhere, just in some places. Apart from that, 4.7 is great!
Thanks for the release Epic. Everything about blueprints like searching and creating nodes, compiling them looks a lot faster than old releases. I really like release. I have some problems with building my architecture mobile project to html5 but i can’t give screenshots to public place like answerhub or forum because i’m under nda, how should i report it? Lightmaps looks broken and dark on whole project on html5. Is there any limitation about html5 support about lightmaps, rendering, textures or hdr? Really keen to see why my build is not working properly. And it works on firefox but chrome gives me script errors.
[=Majority;228508]
Great update guys, Please can we have the content examples updated to release? specially to demonstrate the new Foliage Shading Model, can we finally have some great looking trees?
Can you guys share tree model:
[=;229290]
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.
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Sat staring at post for literally fifteen minutes, but just cannot find words.
[= ;228754]
I see I cannot place a delay in a macro in a blueprint of type “macro library”. So nothing with components.
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When you click on ‘Class Settings’ in your macro library what is the Parent Class of the macro library?
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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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The cyclic dependency improvements were mostly around the fact that some blueprints would become unloadable if they called functions or stored references that in turn stored references to the original blueprints. Blueprints with wide, cyclical dependency graphs could either load with incorrect data or crash while loading. The situations that were corrected could not be described succinctly.
[=.OConnor;229630]
The cyclic dependency improvements were mostly around the fact that some blueprints would become unloadable if they called functions or stored references that in turn stored references to the original blueprints. Blueprints with wide, cyclical dependency graphs could either load with incorrect data or crash while loading. The situations that were corrected could not be described succinctly.
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Thanks for the explanation!
[=.OConnor;229630]
When you click on ‘Class Settings’ in your macro library what is the Parent Class of the macro library?
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I tried “Object”, “Macros”, and “StandardMacros” as parent class.
[=;229035]
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?
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Yes, it’s an intended change and large performance optimization for complicated UIs. No, we don’t traverse the tree as soon as we encounter an invisible widget. Having a flag would still require us to traverse the tree. You should move your logic either into a visibility binding, or make another object or widget responsible for changing the visibility state. Assuming that’s what you were using the tick to decide.