Unreal Engine 4.8 Preview

Hello there,

Any news on this https://answers.unrealengine/questions/142033/ue46-experimental-web-browser-ui-widget.html as I can’t get my hands on web browser widget in editor.

Thanks !

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).

Is removal of Set Base Rotation and Position Offset in 4.8p2 intentional? All other HMD functions seem to be still in there. If so, what would be best way to offset camera, when in use with a HMD?
I wouldn’t complain about a more predictable alternative for my use case, haha.

Are there any updates regarding UE-11446?

So again, will Oculus SDK 0.5 + late-latching be included in 4.8 final? Thank you. :slight_smile:

will kite demo or assets work with this?

://screenshooter/100260727/tmimptc

4.8.2 I cant compile on Android :frowning:

[=;289440]
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!

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So is there any way i can enable them myself inside code or blueprint for this inside either 4.7 or 4.8 as that would be great ?

[=;290888]
://screenshooter/100260727/tmimptc

4.8.2 I cant compile on Android :frowning:
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It’s a know issue with preview (correct me if I’m mistaken though :D).

[=;290552]
Hey ,

temperature slider being inverted is actually implemented correctly within Editor. It’s based off of Kelvin Temperature Scale.

Have a wonderful day!
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Hi and thanks, my confusion with this particular slider has already been cleared up by on this same thread. cause of my confusion and what I’m still unclear about is other temperature slider found in post processing section behaves opposite ( & lower values to left, & higher values to right right) from one you are mentioning now. I know it’s a petty thing to worry about but it bugs me slightly, could you please confirm if this different behavior found on post processing temperature slider is intended and if so, which scale it is conforming to, if any at all?

[=;290875]
So again, will Oculus SDK 0.5 + late-latching be included in 4.8 final? Thank you. :slight_smile:
[/]

I would really like to know this as well. I assume 0.5 is a given, but not so certain about late-latching. Epic has been silent so I’m thinking it’s going to be a no for 4.8.

[=;290943]
It’s a know issue with preview (correct me if I’m mistaken though :D).
[/]

I think it is but not 100% sure, Confirmation? I get it too, you can do a workaround by deleting BaseEngine.ini (not at home to double check). If you delete that/one of config files it will work (but without your configs :/) .

Also I’ve looked around, has anyone found UMG exposed CEF (web browser)? Looked in settings and other things, I saw it commited to about a month ago, and its in notes but still is alluding me :-p

[=;290945]
Hi and thanks, my confusion with this particular slider has already been cleared up by on this same thread. cause of my confusion and what I’m still unclear about is other temperature slider found in post processing section behaves opposite ( & lower values to left, & higher values to right right) from one you are mentioning now. I know it’s a petty thing to worry about but it bugs me slightly, could you please confirm if this different behavior found on post processing temperature slider is intended and if so, which scale it is conforming to, if any at all?
[/]

Hi -

Sorry it took so long to get back to you on this one. White Balance Color Temperature works as an antagonist to Light Color Temperature. In real world on a camera (as in engine post processing) White Balance is supposed to counteract or neutralize tinting effects of specific light source. So for example if your light has a color temperature of 3000K it would appear very orange in nature. To offset that Orange tint you can set your White Balance to same temperature and it will produce a tint which will neutralize orange tint creating a neutral white in scene.

Hopefully that makes sense, but if not please let me know and I will try to explain further -

[=;291012]
Hi -

Sorry it took so long to get back to you on this one. White Balance Color Temperature works as an antagonist to Light Color Temperature. In real world on a camera (as in engine post processing) White Balance is supposed to counteract or neutralize tinting effects of specific light source. So for example if your light has a color temperature of 3000K it would appear very orange in nature. To offset that Orange tint you can set your White Balance to same temperature and it will produce a tint which will neutralize orange tint creating a neutral white in scene.

Hopefully that makes sense, but if not please let me know and I will try to explain further -

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Great, thanks for fast and detailed reply, this certainly clears it up for me, value range on white balance temperature is slightly different, however I can live with it so I’m going to stop being a naggy one on this. Good work to all for this release, it is beyond what I ever expected. :slight_smile:

[=;291022]
Great, thanks for fast and detailed reply, this certainly clears it up for me, value range on white balance temperature is slightly different, however I can live with it so I’m going to stop being a naggy one on this. Good work to all for this release, it is beyond what I ever expected. :slight_smile:
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Thats ok - We want our users to understand tools they are given. I will say from some camera experience in real world. Typically you will have a setup with multiple light sources with different Color Temperature and combined effect will actually create a overall scene temperature which White Balance should be used to correct. In other words, in relation to workflow, Set Color Temperature of your lights first then once you are happy with way scene is lit go to White Balance to set overall color temperature of your scene based on overall desired look you are after.

[=]
After a half hour , 4.8 editor is not opened and still launching ?
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Hey Galeon,

Have you submitted an post for your issue that you’re having regarding not being able to open 4.8 Editor? Here is some information regarding troubleshooting Launcher. If this information does not correct issue that you’re experiencing, would you please submit a new question to ?

Thank you!

Since I updated to second preview, I cannot do anything with Blueprints. As soon as I try to create a new variable, or to get class settings or class defaults panes to show up, editor crashes. I tried both converted projects from 4.7.5 and brand new 4.8 projects. Same thing. Anyone else experiencing that? It seems related to shared pointers…

Unknown exception - code 00000001 (first/second not available)
"Assertion failed: IsValid() File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Templates\SharedPointe://answers.unrealengine/questions/227303/48-p2-constant-crashes-in-blueprints.html

[=;291068]
Since I updated to second preview, I cannot do anything with Blueprints. As soon as I try to create a new variable, or to get class settings or class defaults panes to show up, editor crashes. I tried both converted projects from 4.7.5 and brand new 4.8 projects. Same thing. Anyone else experiencing that? It seems related to shared pointers…

Unknown exception - code 00000001 (first/second not available)
"Assertion failed: IsValid() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Core\Public\Templates\SharedPointe://answers.unrealengine/questions/227303/48-p2-constant-crashes-in-blueprints.html
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Hi ,

I’ve responded to post you linked above.

[=;]
I would really like to know this as well. I assume 0.5 is a given, but not so certain about late-latching. Epic has been silent so I’m thinking it’s going to be a no for 4.8.
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Hi ,

responded to a previous inquiry about Oculus SDK earlier in this thread:

[]
I believe we’re still Oculus Runtime - 0.4.4
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