Hey guys, Light build times are incredibly slow for me now. I started up a small scene which is basically floor + ceiling mesh, walls, and 1 point light. It is currently stuck on 5% for 15 minutes, and earlier had it go to 96% after around 30-40 mins but did not finish.
Previously on 4.6 and Previews, a simple scene would build within a minute reliably. Anyone else experiencing ??
Is the Android-Start->Quit-To–Screen-Bug fixed? (UE-9965, don’t see it in post anymore) A fresh project launches fine and starts normally on android, my converted project however, doesn’t
Does/did anyone else experience ? The log-file ends while loading the Open-GL Extensions (if I interpret that correctly …)
EDIT: Can I check the state of specific Bug Reports by their number? (Like UE-9965 in case) Maybe the bug isn’t fixed yet, but someone forgot to include it in thread? (I somewhat hope so, I don’t know what to do anymore)
EDIT2:Sorry for the inconvenience, I don’t know what exactly happened, but it “decided” to work now …
[=;229605]
I’m really surprised and disappointed at the people smugly ripping on Epic for release. I find it to be quite unprofessional. I say nice work to Epic.
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Who is doing ? I would like to love 4.7, but since my project just crashes with 4.7 I don’t really had the to use it much yet and so I can’t really comment on nice improvements
[= ;229676]
Who is doing ? I would like to love 4.7, but since my project just crashes with 4.7 I don’t really had the to use it much yet and so I can’t really comment on nice improvements
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What inspired my post was your “I love screenshot” post, really.
You have an, that’s awful. You don’t make post after snarky post. You enter a bug report, ask for help and wait. I know you handled parts 1 and 2, so just ease up on the team. They obviously don’t want your projects to crash and will do what’s possible to fix the issues you and others have been experiencing!
I edited the post a bit, since I don’t really love the screenshot
I think it’s legitimate to post a screenshot which shows that the 5 most recent bug reports all report the same problem and to say I wish epic would have done some more preview releases to fix such bugs which many people experience.
My hope for 4.7 was that it would be the first real stable release of UE4 which it unfortunately is not. So now I hope Epic will try to make 4.8 the first real stable release :o
[= ;229689]
I edited the post a bit, since I don’t really love the screenshot
I think it’s legitimate to post a screenshot which shows that the 5 most recent bug reports all report the same problem and to say I wish epic would have done some more preview releases to fix such bugs which many people experience.
My hope for 4.7 was that it would be the first real stable release of UE4 which it unfortunately is not. So now I hope Epic will try to make 4.8 the first real stable release :o
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I agree, the definitely deserves to be brought to light. I just wasn’t crazy about the way you went about it. I don’t mean to single you out specifically, as there were a few others in being a bit less than professional.
[=arbopa;229377]
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 …
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That is one of the pettiest things I’ve ever .
[=MkII;229504]
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 actually had in 4.6, so it’s not newly introduced. I just remade the variable.
[=;229652]
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.
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They were target markers (think Dark Souls lock-on circle) that would set themselves to hidden when no target was assigned to them. I’ve moved the logic around a bit and got them to work, thanks for the clarification.
[= ;229243]
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).
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Thanks! Any you could drop me an email at .? Probably easier to get you sorted way.
, as I posted I am having some issues with DataTable array elements. I tried experimenting a bit but it seems it’s impossible to import arrays from CSV, is correct?
[=Furious;229756]
Man, the amount of times I’ve shut down the whole engine because blueprints and materials no longer have their own window, lol >_<
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You can drag them out, that’ll revert to the old behavior.
[=;229762]
You can drag them out, that’ll revert to the old behavior.
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Yeah I know, it wasn’t a whinge or anything - I actually wish it was way ever since using 4.7, I just got so used to it and kept forgetting it was no longer set up way xD
Is there a place where we can submit bugs?
I have found a problem with color pickers, both on Mac OSX and Windows (7) and tested on two different machines.
Any color picker UI, the one that appears when we click on a color property, disappear immediately when we click anything or anywhere in it, making impossible to adjust colors within it.
Also I would like to ask anybody on forum, if anybody succeed to use Git as source control. I have tried, the repository definetely is there, from command line or SourceTree I have no problem to pull and push, but in Unreal the plugin complains that the working directory is not valid (?!) and there isn’t authentication either.
Any thought?
[= ;229689]
I edited the post a bit, since I don’t really love the screenshot
I think it’s legitimate to post a screenshot which shows that the 5 most recent bug reports all report the same problem and to say I wish epic would have done some more preview releases to fix such bugs which many people experience.
My hope for 4.7 was that it would be the first real stable release of UE4 which it unfortunately is not. So now I hope Epic will try to make 4.8 the first real stable release :o
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You can’t expect everything to work flawlessly for . Not even huge releases of way larger softwares are bug free at release.
Any more focus on squishing every single little bug before a new version would halter development way too much, just wait for a fix.
[=;229843]
You can’t expect everything to work flawlessly for . Not even huge releases of way larger softwares are bug free at release.
Any more focus on squishing every single little bug before a new version would halter development way too much, just wait for a fix.
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DOWNLOADABLE CONTENT (DLC):
Is the target solution we should use to update a game?
Let’s say you are finding bugs in your game, you need to fix the library and some content, is the future way to update it?
Or should we still work out another tool to manage the updates?
I mean looking at the Launcher, it seems that I always download the “full” launcher and not doing incremental updates. Is there something planned for ?
Any plan for some best practices writing around topic so we know how we should cook, package and make an updater?
Hey guys, great work on 4.7! I just got the latest update, but unfortunately I can’t get the auto import to work.
Is it meant to work with assets that are exported directly to the Content folder? Or should it also work with subfolders? (say Contents/Meshes/Props/)?
Either way, I tried both methods and none of them seem to work. I’ve done a bit of googling and I found some references to problems with auto import when UE4 projects are on drives other than C. Should I move my project to the C for the time being?
@teaandcigarettes
My projects are not on C: and auto import has been working fine, with subfolders. If I drop a file in, an import dialog will immediately appear In the editor. Not sure why you’re having issues.