Unreal Engine 4.8 Preview

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Try checking my previous post… your problem is same as mine.
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I just re installed 4.7.
Is shaders compilation faster and happening less times with 4.8 ?

A minor issue: ctrl-tab does not always function. Sometimes, after choosing <edit> or double clicking on a static mesh, a new maximized window is opened instead of a tab next to level-tab.
If it’s a new window, ctrl-tab menu appears but it doesn’t switch. Manually moving window next to level tab is needed to fix this. No idea why some static meshes open as a tab and some as a new window.

://www.maxbrunner.nl/unreal/ctrl-tab.jpg

Hey

Still haven’t seen any update that includes a fix for emissives in split screen, had this bug since January in my team and has been submitted as a know bug, and you’ve been working on it for a while, but would be great to see it in game as are game looks amazing in engine but just OK in game. Any hope that it will be in 4.8 this time ?

Post this a few days ago and would really like an update on anything please and our team needs this

Thanks

[=Chives123;289382]
Hey

Still haven’t seen any update that includes a fix for emissives in split screen, had this bug since January in my team and has been submitted as a know bug, and you’ve been working on it for a while, but would be great to see it in game as are game looks amazing in engine but just OK in game. Any hope that it will be in 4.8 this time ?

Post this a few days ago and would really like an update on anything please and our team needs this

Thanks
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Link to post / bug report would be useful here!

[=;289409]
Link to post / bug report would be useful here!
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this is link from orignal post about it, back in Jan, by my producer://answers.unrealengine/questions/159079/emissive-materials-break-when-using-splitscreen.html

Bug report was sent in as shown in link but never had any update

[=Chives123;289422]
this is link from orignal post about it, back in Jan, by my producer://answers.unrealengine/que…litscreen.html

Bug report was sent in as shown in link but never had any update
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Hi Chives123,

This actually isn’t a bug from what some notes in say. Emissive materials work, but what’s not appearing to work is bloom in scene.

Emissive with Split Screen:

Same scene in editor viewport not split screen:

Emissive_SplitScreen2.png

This is marked as intentional behavior. There are several settings that are disabled in Post Process Volume when using Split Screen, such as Bloom, Motion Blur, Temporal AA, and Lens Flare.

Notes from indicate there are artifacts that are created when using these settings with Split Screen. These are things that we want to fix by having by having a viewport fit buffer containing only one view instead of multiple as it is doing now.

This is backlogged at moment, so there is no ETA for when this will be addressed. I’ve gone ahead and bumped community interest in this one along with a link to this post.

Thank you!

[=;289372]
A minor issue: ctrl-tab does not always function. Sometimes, after choosing <edit> or double clicking on a static mesh, a new maximized window is opened instead of a tab next to level-tab.
If it’s a new window, ctrl-tab menu appears but it doesn’t switch. Manually moving window next to level tab is needed to fix this. No idea why some static meshes open as a tab and some as a new window.

://www.maxbrunner.nl/unreal/ctrl-tab.jpg
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This is not a bug (although I don’t really agree with design decision either). level editor ’ frame’ window is always behind any floating asset editors, and can never be put in front of them; this was true even before Ctrl+Tab menu was added.

Cheers,

[=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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Hi BaekIronFist,

I have entered a feature request, UE-15374 to be taken into consideration for Spine 2D animation support.

> Does 4.8 support Opus auidio and vp9 video?

UE4 has an implementation of Opus decoding in AudioFormatOpus.cpp but is only currently used in voice-encoding for VOIP.

[=;289671]
This is not a bug (although I don’t really agree with design decision either). level editor ’ frame’ window is always behind any floating asset editors, and can never be put in front of them; this was true even before Ctrl+Tab menu was added.

Cheers,

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This was feature I looked forward to most since I use only one screen. This revelation makes it completely useless. Would it be possible to enter a feature request to have an option to allow window to go above?

[=Divinitize;287974]
I have no idea what i have done, but when i click play i get a message in bottom right saying “Can’t play in editor when performing edit intensity operation”
I was also having a problem changing colour of a light in my player blueprint. Whenever i would drag colour slider it would instantly close itself.
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Hi Divinitize -

We have logged these issues as UE-15382. Thank You for your assistance.

First, thanks Epic for this great release once again.

I tried 4.8 on a copy of my project and realised I could not package it. I’m using OnlinesubsystemNull and got following error:

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[FONT=Helvetica Neue]error LNK2001: unresolved external symbol “void __cdecl EmptyLinkFunctionForStaticInitializationOnlineSubsystemNull(void)” (?EmptyLinkFunctionForStaticInitializationOnlineSubsystemNull@@YAXXZ)
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I posted issue on too: https://answers.unrealengine/questions/226115/48-p1-build-error-with-onlinesubsystemnull.html.

Did anything change with 4.8 in regard of OnlinesubsystemNull?

Hello, guys! Who knows, where did “Lock Viewport to Actor” feature disappear?

[=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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Hi vibgyorc6 -

Vignette color was removed as vignette color is actually supposed to be black be its nature. You have already implemented correct workflow for something like a hit effect.

Thank You -

[=liondog;287838]
I’ve been working on it and is there some kind of change to Casting? A lot of my casting will no longer work rendering a lot of my battle system useless. I’m also getting black and artifacts on foliage. Last Packaging seems to fail each time (tried it twice)
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Hi liondog,

For what platform is packaging for you failing? There is a known issue (UE-15001) wherein code projects to Android fail to launch/deploy from both Windows and Mac. Is that what you’re seeing, or is it something else?

[=RhythmScript;287980]
I think there’s some sort of memory leak owing to engine not properly unloading actors spawned at runtime during PIE.

I find that when I spawn actors procedurally, during first PIE they get named (say trigger 1 - trigger 50), exit, and then PIE and play again, they get a new round of names (trigger 51 - trigger 100)… And after a number of PIE sessions while editing, game will start to rapidly lose FPS and eventually editor will crash.
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Can you enter this on with as many specific repro steps as possible and then shoot me link on here?

[=;289738]
First, thanks Epic for this great release once again.

I tried 4.8 on a copy of my project and realised I could not package it. I’m using OnlinesubsystemNull and got following error:

I posted issue on too: https://answers.unrealengine/questions/226115/48-p1-build-error-with-onlinesubsystemnull.html.

Did anything change with 4.8 in regard of OnlinesubsystemNull?
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I got around this by removing it from by Build.CS file for now.

[=;289813]
I got around this by removing it from by Build.CS file for now.
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Sure, I can compile if I remove source of problem. But it does not make it work. It obviously crashes when I start my game…

[=;286542]
Are objects being automatically cast as their type now? Previously I needed to cast an object as itself to be able to send events on that object, etc, but now in all of my blueprints I have a yellow warning “Item is already a “>whatever object it is<”, you don’t need cast”?
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Some nodes/functions were changed to return proper type (when one can be determined), rather than a object. So you don’t need cast anymore for certain nodes. Generally these are nodes that have some class input, and as you set that you can hover over object output pin to see its type change.

[=;289845]
Sure, I can compile if I remove source of problem. But it does not make it work. It obviously crashes when I start my game…
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Ah yeah, different story if you actually need it.