[=;299953]
Were you able to do this in previous versions?
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No this seems to be from atleast preview 3. It was working in 4.7 like it should
[=;299953]
Were you able to do this in previous versions?
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No this seems to be from atleast preview 3. It was working in 4.7 like it should
Someone asked on first page but didn’t seem to get a reply - are new spline components being integrated into 4.8?
[=;300550]
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?
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Delay nodes don’t use timers. As a latent action they get an UpdateOperation call each frame and decrement frame time from TimeRemaining until it is <= 0 and then fire output pin.
However, all engine systems and sample games have been converted to use new API and if you were using old one in your own game code you would be getting deprecated API warnings when compiling.
There’s a problem with a new hot-reload implementation. If you can’t compile classes with members with non-default constructors (because of a call to DEFINE_VTABLE_PTR_HELPER_CTOR() in generated files), you will need to add another constructor to your class: TClass(FVTableHelper& Helper).
This requirement should be made prominent in change log.
See this bug report.
[= ;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.
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Thanks for getting to my request. No, I mean green flashing hat in engine-editor that shows up everytime editor opens.
[=;300550]
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…
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JJ Hoesing had a hack he wrote for mobile VR jam, but it only works on kitkat. Unfortunately, without MSAA gearVR experience looks terrible.
[= Audy;300702]
Delay nodes don’t use timers. As a latent action they get an UpdateOperation call each frame and decrement frame time from TimeRemaining until it is <= 0 and then fire output pin.
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Ah okay, good to know. They’re 100% old-school then
@ BulletTime - that definitely sounds like an issue then. I wonder if Actor Component is just a wrapper but overrides any ‘clickable’ functionality.
[=;300146]
funniest fix I’ve ever heard (maybe it sound funny only on my lang, but anyway
)
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I find it very funny too, and I’m french xD I had a good laugh, and still laughing xD
[=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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I was able to reproduce this and have entered a bug report, UE-16317, to be assessed by development staff.
4.8p4: packaged IOS game crashes at startup on my iphone 6 plus…
[=;300914]
Ah okay, good to know. They’re 100% old-school then
@ BulletTime - that definitely sounds like an issue then. I wonder if Actor Component is just a wrapper but overrides any ‘clickable’ functionality.
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I found that this only happens with blueprint actors that have a warning “Uses experimental class”
[=;301061]
4.8p4: packaged IOS game crashes at startup on my iphone 6 plus…
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Hi hls33355,
I noticedyou’d posted an for this issue; we’ll be concentrating our support efforts there. Thanks!
In Preview 4, ambient occlusion is active when view mode is set to unlit.
I don’t see anything in summary to warrant an 8. This should be 4.7.7 stuff.
after install UE4.8p4 i have problem with my vehicles, all stop properly working(when i try to use them --one don’t move(it stuck in ground), another sometimes fly in sky and hl2 buggy strange rotated), this is a bug or it something change from 4.7.6 in vehicle bp?
://i.piccy.info/i9/95285ce59ffaff658def3d67925be78e/1432929390/77832/914568/2_800.jpg://i.piccy.info/a3/2015-05-29-19-56/i9-8273808/800x470-r/i.gif
also i have strange messages(after update to 4.8p4) in one of my vehicles bp
://i.piccy.info/i9/e4f0b6501ef972da8b29b831eeea6e8e/1433007251/39689/858517/bp_800.jpg://i.piccy.info/a3/2015-05-30-17-34/i9-8276966/800x254-r/i.gif
://i.piccy.info/i9/609cba7a89e84df2d9101e76b827ea66/1433007562/51411/858517/bp_800.jpg://i.piccy.info/a3/2015-05-30-17-39/i9-8276991/800x412-r/i.gif
I had a similar issue with vehicles. All of physics assets seem to be toast. Not sure about rest of functionality at this point.
I’ve noticed quite a few issues with 4.8p4 that aren’t mentioned in known issues list. Here’s issues I get when I convert my project from 4.7 to 4.8p4:
://i.imgur/mfly8Th.png
://i.imgur/5J2W0jh.png
://i.imgur/H0X9dpZ.png
://i.imgur/hs0BrMz.png
://i.imgur/Qz55w6V.png
Those are all issues I’ve encountered so far. I’ll keep reporting if I find anything else.
[=;302727]
I’ve noticed quite a few issues with 4.8p4 that aren’t mentioned in known issues list. Here’s issues I get when I convert my project from 4.7 to 4.8p4:
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I know I’ll be slagged right left and center for that but personally I believe whole blueprint “thing” is a waste of time and causes more trouble than it’s worth, in virtually every area, stability, porting issues, not having (all) same functionality as C++.
Stick with C++ and you will have far fewer issues whilst converting from version to next version.
[=;302760]
Stick with C++ and you will have far fewer issues whilst converting from version to next version.
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apart from when they rewrite big chunks of api
[=;302760]
I know I’ll be slagged right left and center for that but personally I believe whole blueprint “thing” is a waste of time and causes more trouble than it’s worth, in virtually every area, stability, porting issues, not having (all) same functionality as C++.
Stick with C++ and you will have far fewer issues whilst converting from version to next version.
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I have to disagree with that sentiment. These were few and for most part easily solvable issues in a massive blueprint project. Even so, this is still highest number of issues I have encountered in an update, and a few hiccups are to be expected in a preview build. For most part everything holds up in my pretty massive blueprint Toolkit With each updated, which I actually find pretty impressive. It’s a good thing, too, since toolkit is on marketplace, which means I have no choice but to make it exclusively in blueprints.