FYI,
I converted over my project from 4.7.6 to 4.8 preview 3 version of engine. On all of my vehicles in 4.7.6 I had to replace physics asset with a box type asset around vehicle body. In new preview, all of vehicles are now learning to one side or other.
Tick event isn’t firing in one of my blueprints on a packaged build, but fires in Editor and when “Launch Standalone” from editor. Only once did it work from a packaged build but never again from what I can tell. I’ve checked to make sure that Tick enabled on startup is set in properties and put a log message on screen right after Tick fires which doesn’t show up on packaged builds (except that one time with a fresh build, subsequent fresh builds have failed me). Anyone else having this issue? Anything I can do to debug this? Same exact blueprint from 4.7 worked and in editor as I mentioned in 4.8.
[=MissStabby;297099]
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 copy pasting all config/asset files over?
[/]
Can you post an bug with , callstack…etc and post link here?
I’ve got say that this is getting pretty annoying. Content Browser now has references to files it shouldn’t really ever need to, like Backups and Autosave folders.
Imagine my confusion when I only have two assets in CB but it gives me six to choose from… pretty frustrating since I have to hover over them all to figure out where they are and if they’re valid or not.
How hard do you guys think it’d be to maintain Oculus 0.5 SDK plugin for 4.8 going into release version (myself, I mean)? reason I ask is because like quite a lot of DK2 users, I have an IPD outside 64mm “perfect IPD”, which makes it really uncomfortable to use (causes headaches/sim sickness) when used with default lens separation on Rift. To fix this, I have some 3D printed plastic addons for lens cups that separate them out to 69mm, which makes it actually usable (better 3D effect, view is clear, doesn’t cause sickness or headaches).
Up until 0.6 SDK, maker of separators had a tool that intercepted messages from Oculus runtime service and changed lens separation value (which, again, is separate from IPD setting and controls distance between viewports) to 69mm value that physical separators change it to (there are also narrowers, since same problem happens with narrow IPD users).
This is a major issue for me because it means I effectively can’t utilized 4.8 features if I update to release version which will have 0.6 Oculus SDK support, nor will I be able to use any VR software that’s built against 0.6 SDK. I have a couple of different projects that I need to get onto 4.8.
Anyway, so I’m just wondering if I can effectively port 4.8 p3 0.5 SDK support and plugins over into 4.8 release (when it drops) without too much headache (e.g., lots of engine-level changes and stuff)?
Edit: Looks like a new hack for updated service has been found - so I’ll just rely on that for moment
[= ;296944]
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.
[/]
Maybe you could give out a special banner type to put by your name in forum that says “Bug Swatter” or something like that.
[=Demolition Man;298142]
Maybe you could give out a special banner type to put by your name in forum that says “Bug Swatter” or something like that.
[/]
Nice idea :rolleyes:
@ this is actually a “bug” which is in UMG since it exists Transforming render transform should basically be avoided at all cost.
Material Graph doesn’t refresh properly anymore. If you preview a node then un-preview it, preview text is still left behind. You have to create a new node to fix it.
Also when you created parameters in all previous engine versions, focus would be shifted to Text box which allows you to edit name of parameter, now you have to explicitly move mouse there to click on it, which slows workflow down a lot.
There are a few issues in Graph at moment… what’s changed :/?
Even when trying to package a clean 3rd person template for windows 32bit after disabling VR plugins and experimental AI plugins enabled by default which cause only errors I could see, it still failed to package.
As such I’m definitely also having trouble packaging in preview 3