Unreal Engine 4.8 Preview

Objects placed with foliage system are not receiving dynamic shadows from objects with “dynamic inset shadows” activated. Is this a bug or a change?

edit: I’ve just deleted stationary directional light and put a new one and now it works… It’s a project imported from 4.7.6.

Hey guys loving new features, too bad opening my project gives me errors, causes my terrain to disappear and reappear rapidly until it crashes… Gonna just sit back and wait till all bugs are killed.

One thing I did notice with my characters is I had to do some unconventional things to get it working properly in UE4. Using textured planes by way so it should look visually appealing in all renderers without any issues so that is something I think can use some clarification and realistic skin tutorial on documentation isn’t really accurate, following it to a tee gives an okay result even though in substance painter character looks way better, seeing how there is a lack of documentation I would put a higher priority on that as it isn’t fun messing around and doing everything trial and error and redoing weeks of work over and over again until you figure it out.

Other than that loving this engine and really hoping you guys get serious about documentation as that just makes’s lives a little bit easier especially when everything is so new.

Question about using 4.8 preivew.

If I begin building a level with 4.8, when it goes live will I experience many problems? Might be a silly question, but since I am a total novice I am allowed to ask such things :smiley:

I know there is: “UE-14290 Packaged projects for Win32 fail to launch” as a known item, but I’ve been unable to build and launch a 64-bit packaged game. Is that also a known item?

It crashes on startup and looks like it doesn’t include most of binaries (like crashreporter for one, but whole Engine/Binaries/Win64 just doesn’t exist in my packaged output when comparing to a 4.7 packaged release) and some of extra content like slate images and other items that would be outside of APK are also missing. I’m building 4.8 from source.

I have set all parameters same as you have. D6B007EC430B7A8915990D990CE85D8E
. When I shoot DM ball freezes and editor locks up. I have put problem in AnserHub.

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Has something changed with Instanced Static Mesh’s? Mine are no longer spawning :frowning:
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Hi ,

Can you be a bit more specific? Are they supposed to spawn on play or construction script? Additionally, did you upgrade from another version or was this in a new project?

[=;291473]
This was covered on a twitch stream a little while back with 4.8 features. Right now this volume is only intended to work with Landscapes, but in future there will be ability to use this with static meshes as well.
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Good to know it’s coming. I saw on Trello that it’s pretty low priority. Any of getting that pushed up? projects I work on (real-time visualization) would really benefit from this feature.

Tried to open a simple C++ project in 4.8 preview 2, and after copying project, it bombed on compilation because “OnLanded does not override any base class methods”.
A quick look in source directory and compare with 4.7 showed that Character.h no longer declares OnLanded as virtual, which seems like an oversight?

[=;292569]
Tried to open a simple C++ project for a laugh in 4.8 preview, and after copying project, it bombed on compilation because “OnLanded does not override any base class methods”.
A quick look in source directory showed that Character.h no longer declares OnLanded as virtual, which seems like an oversight?
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“OnLanded” is for blueprints only (BlueprintImplementableEvent). For C++ you can override virtual “Landed”.

[=;292573]
“OnLanded” is for blueprints only (BlueprintImplementableEvent). For C++ you can override virtual “Landed”.
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Ah. Thank you.

I know it was in GitHub at one point for 4.8, but will Screen Space Reflections on translucency for things like water be in official 4.8 release?

…com/=pg9vQXqiA7c

I fixed problem by setting projectile BP to simulate physics. Seems strange why this helps.

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Tried both: Spawn on play and construction script with a new project, but with some BP copied from a 4.7 project (Hence why I’m if something has changed). I had to alter some code that was throwing up warnings, but ISM don’t show in editor, in-game or even in preview window of BP.
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Would you mind pm’ing or posting specific script that is not working? I’ll be happy to take a look on my end and see what may have changed. Unfortunately I don’t know off hand what could be acting differently.

Hi

I don´t like new Feature :stuck_out_tongue:

://www.-games.de/pics/bug.jpg

After i switch qualtiy settings to high and back to epic, bug dissapears. Same with High to Normal and so on.
Bug appears too, when you cook game :wink:

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Loving new post processing changes! improved motion blur, DOF and post volume settings are now easier to work with!


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Is it just me, or are there any others who can’t get new depth of field working in preview 2? only parameters that do anything are Focal Distance and f stop. other two don’t make any changes to image. I can’t get depth of field to focus correctly on anything like was in his image ( attachment in quoted post). quality of effect is really bad to it seems, not nearly as clean looking as 's screenshot.

Im guessing this doesnt work on linux? Im getting a pile of compile errors currently…

This is still not fixed in 4.8 Preview 2… And has been broken for ages. :confused:

I was really hoping that stuff related to Structs would finally be sorted out in 4.8.

https://answers.unrealengine/questions/212654/set-array-elam-isnt-work-at-struct-array.html

Is there any word on struct array’s being fixed in this build? I’ve been working on a multi-layer dynamic health system and setting struct members effectively is crucial to that.

Any word on when there going to fix ServerTravel?

[=;291473]
This was covered on a twitch stream a little while back with 4.8 features. Right now this volume is only intended to work with Landscapes, but in future there will be ability to use this with static meshes as well.
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I’m glad that grass will work with static meshes eventually as well. Static mesh terrains FTW! At least until landscapes can be generated procedurally, if that ever happens. :wink: