All I want to know is, do we have to split every network functions into three separate functions now?
As I pointed out earlier, this would really create a lots of unnecessary works for many of us.
All I want to know is, do we have to split every network functions into three separate functions now?
As I pointed out earlier, this would really create a lots of unnecessary works for many of us.
[=Gibbz;292963]
Im guessing this doesnt work on linux? Im getting a pile of compile errors currently…
[/]
Unreal doesn’t officially support Linux, you might have to wait a while until Community updates build on GitHub.
[=KillerPenguin;294047]
All I want to know is, do we have to split every network functions into three separate functions now?
As I pointed out earlier, this would really create a lots of unnecessary works for many of us.
[/]
You have to declare them in Header file, since UBT doesn’t generate them automatically anymore. I agree that it does seem a step backwards, a few people have brought it up already (I think you were in that thread too??)
[=Gibbz;292963]
Im guessing this doesnt work on linux? Im getting a pile of compile errors currently…
[/]
[=;294240]
Unreal doesn’t officially support Linux, you might have to wait a while until Community updates build on GitHub.
[/]
Linux compilation is part of our CIS process so it should absolutely compile. What kind of compile errors are you seeing?
[=;290875]
So again, will Oculus SDK 0.5 + late-latching be included in 4.8 final? Thank you.
[/]
From our engineer, .W:
[]
final 4.8 version uses 0.6, and we don’t have late latching, but allows for some limited frame buffering, which will improve amount of GPU time they can use per frame. Late latching is supported by this version of SDK, and we’re working with Oculus to get that in.
[/]
So, when 4.8.0 is officially released, it will be with Oculus SDK 0.6. Late-Latching will not be implemented yet, but we will be working towards that.
Cheers
[=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)
[/]
Hi liondog,
I haven’t been able to reproduce black and artifacts on foliage. Are these occurring with base meshes or is it with a specific mesh? What steps are you taking to reproduce this?
Packaged builds with SteamVR plugin crash on launch with or without a headset plugged in. same builds packaged up with Oculus plugin instead runs fine. Both plugins work fine in Editor. I’m using latest 4.8 source as of last night. Posted bug report on : https://answers.unrealengine/questions/230183/48p2-steamvr-plugin-crashes-packaged-build-on-laun.html
UPDATE!
We have just released Preview 3 for 4.8! Please view Known Issues List on page 1 of this thread for updated list of known issues.
Thank you for your continued help in testing 4.8 build before its official release. As a reminder, Preview builds are for testing only, and should not be used for active development of your project.
Cheers!
Fixed in Preview 3 - CL 2554075
UE-15659 ‘Launch On’ feature for iOS is causing build to fail from a Mac
UE-15643 egg drop animation is covered up by UI
UE-15622 Crash upon pressing F7 to compile a blueprint while a variable’s default value field is selected
UE-15528 Mac - UFE - Quick Launch to iOS Build Failed: "Couldn’t find executable to Run: …/GenerateProjectFiles.sh
UE-15474 File open/save dialogs do not work in Ubuntu 14.04 LTS
UE-15454 GLEO error when saving procedural foliage
UE-15409 First Person fingers have odd rotation
UE-15360 Crash during compilation after hot-reload change
UE-15359 Unable to package blueprint projects for linux
UE-15280 [Windows-Binary 4.8] Blueprints launched on IOS receive code support error.
UE-15001 4.8-Preview 1-Code to Android fails to launch
UE-14571 HTML5 Launch On fails couldn’t find HTML5LaunchHelper.exe
UE-14304 Launching packaged QA Entry Map crashes on Mac
UE-14557 has to compile shaders for Binary projects
UE-14247 Error loading Android game built from UFE with store content in Pak
UE-14069 Linux Editor crashes when trying to import MorphTarget_MorphAnim.FBX
UE-13689 TappyChicken fails to package for mobile; missing receipt
UE-14514 Cannot save levels with BP that reference ISMC
UE-14021 Crash simulating in Phat editor after replacing body
UE-13395 TappyChicken eggs do not appear in collection
UE-15640 PS4 Texture allocation stats are wrong. Texture streaming will eventually break.
UE-15492 Crash when retargeting certain animation assets
UE-15468 Crash on replace references when removing blueprint asset
UE-15469 Mannequin wrist warps when jumping in First Person templates
UE-15422 Lansdcape grass generation fails on Mac running OSX 10.10.1
UE-15332 Calling UPawnNoiseEmitterComponent::MakeNoise while not using UAISense_Hearing results in infinite recursion
UE-15251 Crash on material reparenting
UE-15611 Crash when using Rotating Movement component on Destructible
UE-15591 Left hand fingers have odd rotation in First Person templates
UE-15579 Regression: PrimitiveComponent::ComponentOverlapComponent() and FBodyInstance::OverlapTestForBodies() only work on rigid bodies
UE-15482 Config Editor value do not save until restart
UE-15486 Hovered Sound does not work in Slate
UE-15407 Crash clicking on Cancel a second time when indexing blueprint search
UE-15364 Navmesh streaming code is easy to crash
UE-15091 Linux crash upon closing Project Browser
UE-14774 Clicking “Pause on Impact” with in details of InterpToMovement component will cause a crash
UE-15585 Make UBT Makefiles disabled by default
UE-15541 Crash deleting procedural foliage volume
UE-15542 Decals without texture sample generates error
UE-15522 compile physx and apex
UE-15519 PS4 - compile physx and apex
UE-15487 (Win-Binary 4.8) UFE custom build/deploy fails to XGE error
UE-15276 Mac ‘launch on’ crashes (Assertion failed: OnlineSub) once project has deployed
UE-15073 [CrashReport] Loading Umap files crash on Lightmap loading
UE-15116 Engine *.generated.cpp files change during hot-reload
UE-15366 Hot-reload crashes if you try to change and reload a default subobject’s class.
UE-15636 ShooterGame - Package to Windows 64 failed - Unresolved symbol error
UE-15617 UMG Crash when dragging widget from palette into widget that can take no more children
UE-15508 Crash when duplicating an asset with a numeric name
UE-15348 Overridden Lightmap Resolution in Sample Projects are too high
UE-15537 [CrashReport] UE4Editor_CoreUObject!UObject::SetLinker() [uobjectlinker.cpp:96]
UE-15478 Unable to set Remote Server Name in Config Editor
UE-15396 (Win Binary 4.8) ToLongPackageName crashes launched projects.
UE-15566 Exiting game causes UWidget Destruct blueprint call to crash cooked game.
UE-15502 Subobject instancing is broken and causes asserts when creating an instance of a blueprint class from non-CDO archetype
UE-15491 Primitives with bLightAsIfStatic which are moved into another light’s influence will cause lighting to be unbuilt
UE-15404 Using Scene Capture 2D with a movable Skylight will cause a crash
UE-15155 After upgrading a project from 4.7 to 4.8 and compiling a blueprint that casts to and pulls a variable from a widget will cause a freeze if widget is then compiled
UE-15152 4.8 Preview 1: Editor crashes on shutdown every time with Oculus Rift DK2 plugged in
UE-15153 Unable to change Default Game Mode through Project Settings window
UE-15060 Packaging ShooterGame fails Cannot open include file OVR_Math.h
UE-14993 Unified cooker is displayed in binary
UE-14813 ElementalDemo has a yellow tint
UE-15690 Crash caused by unsafe threading in onContact
UE-15684 Calling SetWorldLocation on a destructible actor during OnBeginPlay doesn’t work
UE-15619 PN Tessellation and Grass Node Crash Engine
UE-15490 No valid signing identities matching team ID “(null)” were found
UE-15381 ld.exe error when packaging Android code project from Windows
UE-15355 Facebook IOS Frameworks are missing from Binary Release for 4.8.
UE-14873 Unable to name States or Conduits upon creation
UE-14872 Unable to name Variables upon creation
UE-15633 Crash when deleting control point from interpto component
UE-15379 Crash copying all nodes in level blueprint of Audio.umap in ContentExamples
UE-15377 Right-click>Launch Game does not work for code projects
UE-15378 Better options for Build before Play On
UE-12587 Odd rendering issue in ContentExamples
UE-11636 Can’t push to IOS
UE-9210 Landscape Masked Visibility does not allow static lighting to bake correctly
UE-13842 Closing / reopening a project breaks code added to project
UE-15438 Invalid attempt to create SSH key when Remote Server name is not set
UE-14531 Receiving crash error when launching editor with openGL renderer
UE-15159 Editor crash after attempting to create layer info in new landscape window
UE-15069 Crash on inputting Scalar Value in Grass Material Node
UE-15371 Deleting static mesh that is used by foliage tool in content browser then selecting foliage window crashes editor
UE-15382 Erractic Light Component Behavior in Blueprints
UE-15615 Retopologized landscapes ignore collision when mip level set to 1
UE-15352 Math Nodes are not updating on input
Great stuff…I’ll give this a test tonight
I’m getting a crash on p3 every time I open a blueprint.
I just tried with FPS BP template.
I can open character and projectule mesh without problems…
Oh, by way. Please disable “Block Input” on TopDownController (and on any other template that might have this in its PlayerController).
This only causes frustration for newbies, as their input events don’t work on TopDownCharacter.
Got it. I had to delete Intermediate and Saved folders from my project.
UE-15360 Crash during compilation after hot-reload change
Is this “not bound Object Object” hot reload crash?
unable to package a android project
pulled and built from github from preview 3 tag
created a advanced vehicle example project - didnt change anything
file - package project - android - all
[]
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.05.19-19.28.11:267] 0]LogWindows: === Critical error: ===
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: Fatal error: [File:D:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 646]
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: Rendering thread exception:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: Fatal error!
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000030
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: UE4Editor-Engine.dll!TGraphTask<UAtmosphericFogComponent::StartPrecompute'::
11’::EURCMacro_FStartPrecompute>::ExecuteTask() {0x00007ffc58684d56} + 23 bytes [d:\unrealengine-4.8.0-preview-3\unrealengine-4.8.0-preview-3
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: UE4Editor-Core.dll!FTaskThread::ProcessTasks() {0x00007ffc5ce5cc81} + 0 bytes [d:\unrealengine-4.8.0-preview-3\unrealengine-4.8.0-preview-3
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() {0x00007ffc5ce5cead} + 0 bytes [d:\unrealengine-4.8.0-preview-3\unrealengine-4.8.0-preview-3
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: UE4Editor-RenderCore.dll!RenderingThreadMain() {0x00007ffc62e840eb} + 0 bytes [d:\unrealengine-4.8.0-preview-3\unrealengine-4.8.0-preview-3
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: UE4Editor-RenderCore.dll!FRenderingThread::Run() {0x00007ffc62e845ff} + 0 bytes [d:\unrealengine-4.8.0-preview-3\unrealengine-4.8.0-preview-3
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: UE4Editor-Core.dll!FRunnableThreadWin::Run() {0x00007ffc5d10f598} + 0 bytes [d:\unrealengine-4.8.0-preview-3\unrealengine-4.8.0-preview-3
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() {0x00007ffc5d0ffbdd} + 8 bytes [d:\unrealengine-4.8.0-preview-3\unrealengine-4.8.0-preview-3
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: KERNEL32.DLL {0x00007ffc821113d2} + 0 bytes
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: ntdll.dll {0x00007ffc82785444} + 0 bytes
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: ntdll.dll {0x00007ffc82785444} + 0 bytes
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.05.19-19.28.11:268] 0]LogExit: Executing StaticShutdownAfterError
MainFrameActions: Packaging (Android (All)): CommandUtils.Run: Run: Took 1869.9086133s to run UE4Editor-Cmd.exe, ExitCode=-1073741819
MainFrameActions: Packaging (Android (All)): InternalUtils.SafeCopyFile: SafeCopyFile D:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Programs\AutomationTool\Saved\Cook.txt D:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Programs\AutomationTool\Saved\Cook.txt
MainFrameActions: Packaging (Android (All)): InternalUtils.SafeDeleteFile: SafeDeleteFile D:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Programs\AutomationTool\Saved\Cook.txt
MainFrameActions: Packaging (Android (All)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Android (All)): ErrorReporter.Error: ERROR: AutomationTool error: Cook failed.
MainFrameActions: Packaging (Android (All)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (All)): Program.: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (All)): Program.: ERROR: Exception in AutomationScripts.Automation: BUILD FAILED: Failed while running Cook for C:\Users\Documents\Unreal Projects\MyProject2\MyProject2.uproject; see log D:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engin
MainFrameActions: Packaging (Android (All)): e\Programs\AutomationTool\Saved\Cook.txt
MainFrameActions: Packaging (Android (All)): Stacktrace: at Project.Cook(ProjectParams Params) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:line 225
MainFrameActions: Packaging (Android (All)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 210
MainFrameActions: Packaging (Android (All)): at BuildCommand.Execute() in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\BuildCommand.cs:line 37
MainFrameActions: Packaging (Android (All)): at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary
1 Commands) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\Automation.cs:line 380
MainFrameActions: Packaging (Android (All)): at AutomationTool.Automation.Process(String] CommandLine) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\Automation.cs:line 352
MainFrameActions: Packaging (Android (All)): at AutomationTool.Program.MainProc(Object ) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\Program.cs:line 172
MainFrameActions: Packaging (Android (All)): at AutomationTool.InternalUtils.RunSingleInstance(MainProc , Object ) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\Utils.cs:line 716
MainFrameActions: Packaging (Android (All)): at AutomationTool.Program.() in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\Program.cs:line 119
MainFrameActions: Packaging (Android (All)): Program.: ERROR: BUILD FAILED: Failed while running Cook for C:\Users\Documents\Unreal Projects\MyProject2\MyProject2.uproject; see log D:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Programs\AutomationTool\Saved\Cook.t
MainFrameActions: Packaging (Android (All)): xt
MainFrameActions: Packaging (Android (All)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (All)): Program.: AutomationTool exiting with ExitCode=25
MainFrameActions: Packaging (Android (All)): Domain_ProcessExit
MainFrameActions: Packaging (Android (All)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (All)): AutomationToolLauncher exiting with ExitCode=25
MainFrameActions: Packaging (Android (All)): copying UAT log files…
MainFrameActions: Packaging (Android (All)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Android (All)): BUILD FAILED
[/]
Yes, problem was in p2 also. Same in p3.
[=;295125]
Oh, by way. Please disable “Block Input” on TopDownController (and on any other template that might have this in its PlayerController).
This only causes frustration for newbies, as their input events don’t work on TopDownCharacter.
[/]
Hi ,
Thanks for report! I’ve entered this as a bug report for developers to consider (UE-15849). In researching this, we also found that currently Player Controller class does not display its Class Defaults, and we created another bug for this (UE-15844). Thanks again!
Hi ,
We’ve logged that crash. It seems to be occurring if you’re including starter content in your project. For reference, issue number is UE-15840. Thanks very much!
[= ;294567]
From our engineer, .W:
So, when 4.8.0 is officially released, it will be with Oculus SDK 0.6. Late-Latching will not be implemented yet, but we will be working towards that.
Cheers
[/]
Does this mean UE will stop supporting Rift for OS X? At moment AFAIK there are no plans to release Oculus SDK 0.6 for mac.
I still get these strange “Failed import for PhysicsSerializer” Errors at project startup in Preview 3…
Couple bugs i found (that i can’t see have been reported/responded too)
WebBrowser plugin (once enabled) can not be found.
When using a pre-existing 4.7.4 project and converting to 4.8 i can not package/launch it without deleting my project’s defaultengine.ini , this is a similar issue toanswers.unrealengine/questions/220981/android-packaging-issue-with-48-build.html
Mine being:
[]
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.: ERROR: Exception in AutomationScripts.Automation: Missing receipt ‘OneHeart-Android-Development.target.xml’. Check that this target has been built.
LogPlayLevel: Stacktrace: at Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage)
LogPlayLevel: at Project.CopyBuildToStagingDirectory(ProjectParams Params)
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: at BuildCommand.Execute()
LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary
1 Commands)
LogPlayLevel: at AutomationTool.Automation.Process(String] CommandLine)
LogPlayLevel: at AutomationTool.Program.MainProc(Object )
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(MainProc , Object )
LogPlayLevel: at AutomationTool.Program.()
LogPlayLevel: Program.: ERROR: Missing receipt ‘OneHeart-Android-Development.target.xml’. Check that this target has been built.
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Program.: AutomationTool exiting with ExitCode=1
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: copying UAT log files…
LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 2.794956
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_d38_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_2e24_0///####STATCAT_Advanced####
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000061
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error
[/]