Unreal Engine 4.8 Preview

[=BulleTime;299918]
Is it me or is whole actor - childs system broken? Childs added using Add Child Actor Component in bp cant be selected in viewport or world outliner.
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Were you able to do this in previous versions?

Will this release boost fps on older machines with huge worlds and foliage( graphics), i have i5 2400 with 8GB ram and R9 270. I really hope for optimizations more and more.

[= ;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.
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Hi ,

As mentions here, we are looking into additional options to make use of karma system on as well as upvote and downvote system.

[=;299576]
I know its not a priority, but please fix green flashing tutorialhat bug. Its still in 4.8 preview 3.
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Hi Fequia,

Do you mean Unreal Tournament tutorial hat? If so this question would be better served on Unreal Tournament forums at ://forums.unrealtournament.

[=]
Any to see PlayInEditor + Spectator (UE-15891) bug fixed on 4.8? :slight_smile:
It’s something I’m really looking forward and really important to multiplayer games.

UE-15891 - Reported here.
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Hi ,

This is still under assessment by development staff. Unfortunately I do not have a timeframe of when it will be fixed and implemented.

UPDATE!

We have just released Preview 4 for 4.8! Please view 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 4 - CL 2564697

UE-13578 Unable to launch on Mac.
UE-13904 LandscapeMountains stalls when Launching for Windows from editor
UE-15436 Clicking Closed Loop check box for a Blueprint SplineComponent crashes Editor.
UE-15444 Leapd.dll is missing when using debug CRT
UE-15518 Invalid attempt to create SSH key when RSync Name is not set
UE-15582 Fatal errors are no longer fatal
UE-15600 can’t move during PIE after making a new level
UE-15623 Crash when building lighting in level with landscape in it
UE-15631 Bots do not move in ShooterGame due to unbuilt NavMesh
UE-15648 Some landscape grass instances floating when generated on AMD cards under OpenGL
UE-15656 PS4: Morpheus: Cache Uniform Expressions in SceneRendering squander CPU time of RenderThread
UE-15679 Getting a TextBlock variable from Return Value of a Create Widget node inside a Player Controller will cancel all nodes before it in Standalone
UE-15684 Calling SetWorldLocation on a destructible actor during OnBeginPlay doesn’t work
UE-15687 hero is present in particular projects
UE-15705 Unable to specify a project location during creation
UE-15716 Hide pointer option is not given on HTML5
UE-15718 Particle shadow casting is low quality in ContentExamples Effects
UE-15763 (Win Binary 4.8) Fatal error causes Launch Onto Windows to crash
UE-15765 Level browser create new does not prompt you to save
UE-15766 Vehicle does not create an overlap event in 4.8 preview 2
UE-15768 Overlap trigger on Event Begin Play doesn’t work after converting project from 4.7.6 to 4.8 P2
UE-15778 Get and Set nodes for variables from a BP’s parent do not work correctly for new or data only BPs
UE-15779 HLOD actor not available in World Outliner after building LODs
UE-15782 Puzzle Game - Simulate - Possess makes camera flip 180 degrees
UE-15783 GetVarArgs() crashes 4.8 on Github for Mac and Linux
UE-15787 Creating a child blueprint of an anim blueprint does not result in an anim blueprint
UE-15790 Autosaved assets appear in list
UE-15800 Editor crashes when attempting to manually change translation or orientation of a Root node inside a rig
UE-15818 Scissor state on PS4 can sometimes be set to no pixels for renders.
UE-15832 MAC: Debug Crash does not close Editor or trigger Crash Report window in 4.8 Preview 3
UE-15837 Crash when Opening Class Defaults or Class Settings Tab within an Actor Blueprint
UE-15838 Win32 fails to complete packaging (UnrealCEFSubProcess.exe missing)
UE-15844 There are no Class Defaults shown for Player Controllers
UE-15865 Compile errors within a struct (float 2,3’s and linear colors seem to have lost their type)
UE-15887 Target.cs files not in Source directory cause code-based projects to fail
UE-15899 A static object using ‘Complex as simple’ collision will not collide with a dynamic object that is simulating physics
UE-15900 [CrashReport] Crash in AnimNode State Machine
UE-15910 Muzzle flash is blown out in Highrise on PS4
UE-15926 Launching to firefox fails with .js.symbol does not exist
UE-15928 : HTML5: Fullscreen button has various failures
UE-15933 Copy Bone node crashes
UE-15936 [CrashReport] Resimulate Foliage Volume with target layer set causes crash
UE-15942 Temp Content Folder Appears in Content Browser
UE-15978 Entering values manually for an object location inside blueprint editor viewport no longer works
UE-15981 Ctrl+z does not work within blueprint editor
UE-15998 [CrashReport] Fatal error crash in BlueprintGeneratedClass.cpp
UE-15999 Can’t launch on own machine in Audio map in Content Examples in 4.8 branch
UE-16005 Log spam will occur on add & select of an Empty Actor instance into any scene.
UE-16007 [CrashReport] Access violation crash in FBlueprintEditorUtils::IsDataOnlyBlueprint()
UE-16015 Project names are incorrect once deployed to XBoxOne
UE-16017 Sprites remain when undoing merged sprites.
UE-16033 Linux editor can fail on start due to a stale TPS library in Engine/Binaries/Linux
UE-16034 Launch On fails, “cannot open input file…UE4-GameplayAbilities.lib’”
UE-16060 Crash on using ctrl+z and selecting a tile after re-sizing a tilemap
UE-16172 Crash in Retarget Manager with Humanoid Rig when trying to re-assign a bone to a node
UE-16173 Editor crashes if attempting to build after creating a new landscape in level

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Your download servers are a bit overloaded.
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Im downloading here with a consistent rate of 3 MByte/sec

I wrote this 21 days ago when 4.8P1 was released :rolleyes:

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I wrote this 21 days ago when 4.8P1 was released
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But you were recently quoted :stuck_out_tongue:

I would like to see a fix for UE-15049, UE-14819, UE-13368 and also this where I have not yet get such a bug number. Not to mention destructible bugs, but I know they are backlogged.

In regards to UE-14819 timer scheduling has some non-trivial overhead, if you’re firing that many timers that often, overhead of scheduling them and managing them can add up. Blueprints, in particular, are problematic because they are still looking up timer handles based on delegate function which is quite expensive. In C++ we’ve pretty much deprecated delegate based APIs and you need to use FTimerHandle APIs to manipulate timers. I plan on reworking blueprint API to also return a timer handle and then supply that handle to other functions, however, there is likely going to be some significant rework required to take advantage of new API as it likely won’t be possible to simply replace existing nodes and have them start using new mechanisms.

I’m hopeful that this will be done in 4.9 timeframe but there are some other higher priority tasks that I have to work through first before I can start in on it.

[]
UE-15582 Fatal errors are no longer fatal
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funniest fix I’ve ever heard :smiley: (maybe it sound funny only on my lang, but anyway :slight_smile: )

[= Audy;300126]
In regards to UE-14819 timer scheduling has some non-trivial overhead, if you’re firing that many timers that often, overhead of scheduling them and managing them can add up. Blueprints, in particular, are problematic because they are still looking up timer handles based on delegate function which is quite expensive. In C++ we’ve pretty much deprecated delegate based APIs and you need to use FTimerHandle APIs to manipulate timers. I plan on reworking blueprint API to also return a timer handle and then supply that handle to other functions, however, there is likely going to be some significant rework required to take advantage of new API as it likely won’t be possible to simply replace existing nodes and have them start using new mechanisms.

I’m hopeful that this will be done in 4.9 timeframe but there are some other higher priority tasks that I have to work through first before I can start in on it.
[/]

Thanks for explanation! For now using my own “timer” is working for me, it’s just a bit ugly:

://puu.sh/i2GUj/bd8df0115c.png

I really hope you will implement a better looking way for having wires going from right to left, because with reroute nodes it really looks ugly at moment :wink:

Edit: I saw you have already done this in 4.8! It’s looking really great now! :smiley:

://puu.sh/i2INS/be8cf43ebf.png

Something about native HRTF sound attenuation in 4.8p4?

[=;300146]
funniest fix I’ve ever heard :smiley: (maybe it sound funny only on my lang, but anyway :slight_smile: )
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yeah, i agree :slight_smile:

[=;298621]
Anti-aliasing is much better on my game in 4.8.3 , FPS is 10% higher, I’m excited :slight_smile: !
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Yes, can confirm this. Performancy really got a nice little boost which is very welcome! :slight_smile:

BTW: I was hoping for late-latching integration in together with Oculus SDK 0.6? Any chances to get this running until final?

I’m trying to figure out if there is a MSAA solution for gearVR coming in 4.8. I haven’t seen it in any release notes so far. Trying to deploy to a device with lollipop, so JJ’s kitkat fix creates a black screen.

****, was hoping Swarm Agent thread usage was fixed in preview 4. Not that I can even open up my project in 4.8p4 :frowning:

[= ;300005]
Hi Fequia,

Do you mean Unreal Tournament tutorial hat? If so this question would be better served on Unreal Tournament forums at ://forums.unrealtournament.
[/]

Im pretty sure its about funky tutorial UI that seeks attentention all time and all over place. (ex.: oh lets quickly try this out on an empty project. FLASH FLASH FLASH) :slight_smile: If it wasn’t about that, you might aswell fix tutorial ui stuff anyways. Please.

I suggest adding a right-click menu item “all tutorials done”, that disables all attention seeking in all windows everywhere. In end we must find most complex or obscure stuff in UI and in code, Im certain finds tutorial button if needed, or then at least finds means to find that button; and if not, might as well let all hope go to get anything done, wether its flashing or not.

*grinningandstaringatMrFricker

[=SVAD;300368]
I’m trying to figure out if there is a MSAA solution for gearVR coming in 4.8. I haven’t seen it in any release notes so far. Trying to deploy to a device with lollipop, so JJ’s kitkat fix creates a black screen.
[/]

MSAA doesn’t work (very well) in a deferred Renderer. I would have thought it’d be way too expensive for VR too. Unless GearVR’s SDK does something itself you probably won’t even see that option…

[= Audy;300126]
In regards to UE-14819 timer scheduling has some non-trivial overhead, if you’re firing that many timers that often, overhead of scheduling them and managing them can add up. Blueprints, in particular, are problematic because they are still looking up timer handles based on delegate function which is quite expensive. In C++ we’ve pretty much deprecated delegate based APIs and you need to use FTimerHandle APIs to manipulate timers. I plan on reworking blueprint API to also return a timer handle and then supply that handle to other functions, however, there is likely going to be some significant rework required to take advantage of new API as it likely won’t be possible to simply replace existing nodes and have them start using new mechanisms.

I’m hopeful that this will be done in 4.9 timeframe but there are some other higher priority tasks that I have to work through first before I can start in on it.
[/]

Out of interest, what about Delay nodes? AFAIK they set up their own Timer w/Delegate under hood in C++. Does that therefore take advantage of new API?