I really hope you aren’t planning to release this 4.8 update as full soon, because so far I had been hoping to see some engine bug fixes-but instead things broke more in preview 1, and are now even more broken in preview 2.
#1- I believe currently in standalone in editor test, player controller object isn’t spawning?
I’ve put up print strings on blueprints nodes trying to find out why I can’t see my scene correctly like I can in PIE testing (“New Editor Window/Selected Viewport”) and discovered that even on ‘begin play’ node of player controller it doesn’t show printed string, so it looks like player controller isn’t being made at all?
#2- In first preview it seemed like overlapping objects were having issues with errors stating in blueprint objects as yellow warnings no result would occur, and now warning has gone but it looks like none of custom collision types setup in Project Settings>Engine>Collision are working correctly when overlapping.
I’ve setup a “TRIG_Room” object channel, and though it works when my player overlaps it (which is a pawn type) it doesn’t work when 2 “TRIG_Room” objects are overlapping.
#3- This is a very strange issue I’ve found and I don’t quite understand how it works, but basically for my character/enemy movements I’ve added a floating pawn movement component to them via blueprint, and set its velocity.
This works completely for my player, however for enemies it has stopped working in Preview 2 (It worked in 4.7 in PIE but didn’t work in shipped, which I had hoped would be fixed in 4.8).
Now they only seem to have velocity when attacking (which I have separately as a lerped value - ://i.gyazo/d96ee7a98fd19ccf9016a3f414833e96.png). Even just directly setting velocity doesn’t work, it only works with that specific setup when lerp value is 1 and they have their attack vector instead of their movement vector.
And again there is no issue with player character-even in 4.7 shipped version (both my player and my enemies are all pawns).