In a Gamemode blueprint when I add an override function for example :Choose Player Start, I have tabbed function window where I can change it but I am unable to add it into event graph.
And some override functions come in as events? Do they now override function?
Great update! So much stuff fixed. Good job Epic! Espescially happy about: UE-15153 Unable to change Default Game Mode through Project Settings window
In regards to packaging for Android - I think there are more problems than just starter content - I cant build my actual game either due to this other issue - I’ve bolded what I think issue is.
This builds fine in 4.7.6 - still using same settings, havent changed anything in 4.8 preview 3
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MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [mergemanifest] Manifest merger disabled. Using project manifest only.
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [echo] Handling aidl files…
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [aidl] Found 1 AIDL files.
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [aidl] Compiling 1 AIDL files.
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [echo] ----------
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [echo] Handling RenderScript files…
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [echo] ----------
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [echo] Handling Resources…
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [aapt] Generating resource IDs…
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [aapt] D:\UnrealEngine-4.8.0-preview-3\ZOMBIETOWNAHHH\Intermediate\Android\APK\res\layout\downloader_progress.xml:92: error: Error: No resource found that matches given name (at ‘text’ with value ‘@string/text_button_pause’).
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [aapt] D:\UnrealEngine-4.8.0-preview-3\ZOMBIETOWNAHHH\Intermediate\Android\APK\res\layout\downloader_progress.xml:106: error: Error: No resource found that matches given name (at ‘text’ with value ‘@string/text_button_cancel’).
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [aapt] D:\UnrealEngine-4.8.0-preview-3\ZOMBIETOWNAHHH\Intermediate\Android\APK\res\layout\downloader_progress.xml:132: error: Error: No resource found that matches given name (at ‘text’ with value ‘@string/text_paused_cellular’).
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [aapt] D:\UnrealEngine-4.8.0-preview-3\ZOMBIETOWNAHHH\Intermediate\Android\APK\res\layout\downloader_progress.xml:139: error: Error: No resource found that matches given name (at ‘text’ with value ‘@string/text_paused_cellular_2’).
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [aapt] D:\UnrealEngine-4.8.0-preview-3\ZOMBIETOWNAHHH\Intermediate\Android\APK\res\layout\downloader_progress.xml:152: error: Error: No resource found that matches given name (at ‘text’ with value ‘@string/text_button_resume_cellu
MainFrameActions: Packaging (Android (All)): lar’).
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: [aapt] D:\UnrealEngine-4.8.0-preview-3\ZOMBIETOWNAHHH\Intermediate\Android\APK\res\layout\downloader_progress.xml:160: error: Error: No resource found that matches given name (at ‘text’ with value '@string/text_button_wifi_setting
MainFrameActions: Packaging (Android (All)): s’).
MainFrameActions: Packaging (Android (All)): UnrealBuildTool:
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: BUILD FAILED
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: C:\android-sdk-windows ools\ant\build.xml:653: following error occurred while executing this line:
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: C:\android-sdk-windows ools\ant\build.xml:698: null returned: 1
MainFrameActions: Packaging (Android (All)): UnrealBuildTool:
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: Total time: 7 seconds
MainFrameActions: Packaging (Android (All)): UnrealBuildTool: UnrealBuildTool Exception: ERROR: cmd.exe failed with args /c “C:\apache-ant-1.8.2/bin/ant.bat” debug
MainFrameActions: Packaging (Android (All)): CommandUtils.Run: Run: Took 746.0689823s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Android (All)): ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:5): D:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Binaries\DotNET\UnrealBuildTool.exe ZOMBIETOWNAHHH Android Shipping D:\UnrealEngine-4.8.0-preview-3\ZOMBIETOWN
MainFrameActions: Packaging (Android (All)): AHHH\ZOMBIETOWNAHHH.uproject -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
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 AutomationTool: Command failed (Result:5): D:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Binaries\DotNET\UnrealBuildTool.exe ZOMBIETOWNAHHH Android Shipping D:\UnrealEngine-4.8.0-preview-3\ZOMBIETOWN
MainFrameActions: Packaging (Android (All)): AHHH\ZOMBIETOWNAHHH.uproject -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Android (All)): Stacktrace: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary2 EnvVars) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\ProcessUtils.cs:line 795 MainFrameActions: Packaging (Android (All)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary
2 EnvVars) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\UBTUtils.cs:line 50
MainFrameActions: Packaging (Android (All)): at AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary2 EnvVars) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 335 MainFrameActions: Packaging (Android (All)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable
1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity, Dictionary2 PlatformEnvVars) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\UE4Build.cs:line 1346 MainFrameActions: Packaging (Android (All)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) in d:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Source\Programs\AutomationTool\Scripts\BuildProjectCommand.Automation.cs:line 114 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 209 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(List
1 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: Command failed (Result:5): D:\UnrealEngine-4.8.0-preview-3\UnrealEngine-4.8.0-preview-3\Engine\Binaries\DotNET\UnrealBuildTool.exe ZOMBIETOWNAHHH Android Shipping D:\UnrealEngine-4.8.0-preview-3\ZOMBIETOWNAHHH\ZOMBIETOWNAHHH.uproject -noxge -NoHotReloadFromIDE -ignorejunk. See logfile for details: ‘UnrealBuildTool.txt’
MainFrameActions: Packaging (Android (All)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Android (All)): Program.: AutomationTool exiting with ExitCode=5
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=5
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
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[=;290583]
Hi there
Don´t know if there is a Bug Report allready, Hovered Sound in UMG not working.
Tested in 4.8 Preview 1 and 2
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Hello ,
I went ahead a tested this issue on our end. I was unable to reproduce this issue. I tested this in 4.8 preview 3 and it appears to be working. If you test this in 4.8 preview 3 and continue to experience this issue please create an thread with information on how to reproduce issue.
Make it a great day
[=;295612]
In regards to packaging for Android - I think there are more problems than just starter content - I cant build my actual game either due to this other issue
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Yes, I can no longer see
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Fatal Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000030
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that was part of starter content crash, but I see a lot of different stuff going on in your new failed build. Do you mind opening an thread so we can more easily address these issues? Please include entirety of your failed build output log as a txt file to thread.
Thanks!
I’m getting this when building in DebugGame or Developer (DebugGame Editor and Developer Editor work):
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c:\program files\epic games\4.8\engine\source\runtime\jsonutilities\public\JsonObjectWrapper.h(8) : fatal error C1083: Cannot open include file: ‘JsonObjectWrapper.generated.h’: No such file or directory
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I’m adding dependencies Json and JsonUtilities, I’m including Json.h and JsonUtilities.h, this is being done in a Runtime plugin.
Unreal Motion Graphics UI Editor: Many improvements (split screen support, animation workflows, device preview, full screen drag and drop.)
For split screen; will I still need to create one widget with both GUIs, or can each split screen window run an independent widget?
[=AdamZ;295936]
Unreal Motion Graphics UI Editor: Many improvements (split screen support, animation workflows, device preview, full screen drag and drop.)
For split screen; will I still need to create one widget with both GUIs, or can each split screen window run an independent widget?
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Separate widgets. You tell framework which player’s screen to host them in after creating widget.
[=;295981]
Separate widgets. You tell framework which player’s screen to host them in after creating widget.
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Is that only in 4.8, or is that available in 4.7.6 too?
I see 4.8 p3 does not show a DM for an Android. No help here.
[=;296017]
I see 4.8 p3 does not show a DM for an Android. No help here.
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APEX Cloth and Destruction are not supported for Mobile at moment.
[= ;295437]
I still get these strange “Failed import for PhysicsSerializer” Errors at project startup in Preview 3…
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Hi , Can you post this to and then post link here. I’ll assign myself and take a look once it’s reported.
Thank you!
I have not posted it on before because I can’t really tell you much about it, I don’t have repro steps or anything like this, I just get this Error. I now have created an post:
https://answers.unrealengine/questions/231275/physicsserializer-errors-on-project-startup.html
Thanks, . I’ve assigned myself to this and will see what I can find to help you get this sorted.
Entering values manually for an object location inside Blueprint editor viewport doesn’t work anymore.
“Data Table Editor has been improved for faster iteration on spreadsheets”
What is improvement?
After updating from 4.8p2 to 4.8p3 my Oculus Rift does not working anymore. My plugin is still activated and my rift is connected. I checked my rift after starting 4.7 and this works fine.
://hq.ipas.nl/unsorted/riftsupportgone.jpg
Update: Never mind… I did not notice Oculus SDK 6.0.0 update in this preview.
I upgraded my Oculus Rift SDK tot 6.0.0. In 4.8sp3 “Standalone Game” only gives a black screen in “Stereo on” mode. game is running and I got a LED on camera but screen is black. ( Rift and window )
VR Preview does work. Anyone has this same error ?
What about giving points on for writing bug reports? This might motivate more people to write detailed bug reports. Because writing bug reports takes a lot of time.
I dont know if this is correct place to put this but, when i try to load my 4.7.6 project into 4.8.0 Prev3 it first converts all files and upon loading it crashes everytime.
I can start a new 4.8.0 project just fine though whenever i try to convert/load my 4.7.6 project it just fails to load up.
Is there a way to get it to run in 4.8 besides making a new project and copypasting all config/asset files over?