[=NisshokuZK;288329]
Hey , OnRep_Pawn is intended to be called on client when controller’s Pawn property changes on server. In your case, could it be so that you are calling Possess on client?
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Yah I know, I checked but Possess is definitely only run on Server in my case.
There’s a warning in 4.8 now that stops you calling it from Client anyway, it spits it out to Log.
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I’ve temporarily resolved this for my use-case just by running a Client function from ‘Possess’, to do what I want it to do on Client relative to new Pawn (attach a component of PlayerController to it) - That’s potentially not a great idea since Client could dereference a null pointer if Pawn doesn’t exist on it’s version of game, but it holds for meantime. I don’t think this is unique to 4.8, but failing possession in 4.7 and below didn’t allow me to test/discover this before.
EDIT: I also think it MIGHT be something to do with Owner not being replicated before Pawn is… perhaps there is a conflict there. I’m honestly clueless on this one.
Found another one too, this was a bit hard to spot. Material nodes don’t refresh state of their inputs anymore, unless you force graph to re-draw by creating or deleting a node:
4.8 preview 1 breaks my project’s loading screen. subproject isn’t built (not even mentioned in build log), and compiler complains at link time that .lib file of loading screen wasn’t found.
My cs files are pretty much copied from 4.7’s ShooterGame, and it’s been working for months now so I’m not sure what happened.
Folks. Any to have an estimation about in which engine version we could have a linux build?
Please note: I’m not saying that linux version of engine has to be finished. I know that it will have to pass a lot of time before linux version become production ready.
I’m just if at some point, unfinished linux version of engine could have a build, so people can try it without having to compile source code. Compiling source code is something that some people dont know exactly how to do, but still, these people wants to try out linux version.
(sometime ago, trying to compiling source code of a different software I destroyed my entire OS installation, and since that, I fear these kind of things).
[=paulv2k4;287725]
Could anybody figure out why this question was deleted?
Anyway, what is news on this? I do not see promoted or master branch having anything different to 4.8 that would give us a UMG web browser. Unless I am missing something obvious.
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Looks like this was a double post and one was removed. Looks at your profile on it still shows a open question that you posted.
Kinda disappointed that you can no longer change color of tonemapper vignette. I have a mechanic in my game that relied on that feature. I’ve since started using a post process material instead, so it’s no big deal. Though I am curious as to reason for that change.
Doesn’t make any sense though, unless you HAVE to include it in your projects now
EDIT: Scratch that I just checked my Build.CS file and I was already including it…
[=vibgyorc6;288578]
Kinda disappointed that you can no longer change color of tonemapper vignette. I have a mechanic in my game that relied on that feature. I’ve since started using a post process material instead, so it’s no big deal. Though I am curious as to reason for that change.
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[=;288541]
Looks like this was a double post and one was removed. Looks at your profile on it still shows a open question that you posted.
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DOH! Looks like is throwing curve balls at me.
In any case, it has been mentioned as a feature, yet it doesn’t exist? I have github version too, enabled “WITH_CEF3” but can not get a umg widget to appear. I can not get Slate widget to work either because cef3 binary files havent been downloaded/included.
[=BaekIronFist;287537]
What about to support SPINE?? Cocos and Unity have this implemented now, I think a lot of people wants to use it in UE for sure :D!!
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I my own post, anybody from staff can respond this one?