Unreal Engine 4.8 Preview

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 :wink:

@ 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 :smiley: (maybe it sound funny only on my lang, but anyway :slight_smile: )
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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 :wink:

@ 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:

  1. A vector select node where I had split “False” vector into two floats in 4.7 has turned into a Select node with three False vector inputs. Creating a new vector select node and splitting it recreates this error if I exit and reopen UE4. A temporary workaround is draggin a pin from False vector and making a vector instead of splitting it on node directly.

://i.imgur/mfly8Th.png

  1. Several Exec outputs that were previously not connected to Return node in functions were automatically connected to Return. An example:

://i.imgur/5J2W0jh.png

  1. References to self has been disconnected in a few places. If I connect them up they are again disconnected next time I close and reopen project. A temporary workaround is casting self through a cast node of appropriate actor.

://i.imgur/H0X9dpZ.png

  1. In my project I spawn multiple decals and store them in an array so that I can later destroy them all at once through a ForEachLoop. This no longer destroys decals in 4.8 even though blueprint graphs seem unchanged.

://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.

[=]
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
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Oh I’m following you now! initial post said Tutorialhat, in Unreal Tournament build there is a specific tutorial for making a wearable hat for avatars. If you right click button you should be able to exit tutorials when it first comes up. I’m going to add a feature request for disabling tutorials entirely from Editor Preferences window to disable them across all projects on machine. feature request number is UE-16409.