Unreal Engine 4.8 Preview

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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 ā€œall tutorials doneā€, 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.

[=;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:

  1. A vector select node where I had split ā€œFalseā€ 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.

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

  3. 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.

  4. 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.

Those are all issues I’ve encountered so far. I’ll keep reporting if I find anything else.
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Hi ,

I was able to reproduce #4 on list and have entered a bug report, UE-16418 to be assessed by development staff. In regards to #3 (#1 and #2 are being looked at as well!), Are there specific nodes where this seems to be occurring or did disconnect happen with any of your references to self despite what it was connected to?

Edit: After some discussion and reproduction we were able to reproduce this on our end and have entered a bug report, UE-16433 to be assessed as well.

[=;302727]

  1. A vector select node where I had split ā€œFalseā€ 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

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Hi ,

Thank you for feedback.

I was able to reproduce issue #1 and entered it as UE-16423. Our developers will be investigating issue further.

As for issue #2, I tested this but I wasn’t able to get your results. If you can reliably reproduce this issue, could you post it as a new report in Bug section on ? Please include a link to this post, repro steps, screenshots, and any other info that you can provide that will help us repro this in-house.

Cheers,

TJ

[=;302777]
apart from when they rewrite big chunks of api
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Then you have to rewrite those bits which do not compile. But you will be able to open those files and do that fix up. With blueprints it is not necessarily so, and you have to simply start from scratch. Surely this is far less attractive scenario, isn’t it?

[=;302784]
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.
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Read my comment to 's post

[= ;299924]
native HRTF sound attenuation is already implemented in 4.8p3? If so, where I can active it?
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release notes should have detailed info on how to enable and use Oculus Audio Plugin. But essentially you first enable Oculus Audio plugin (via plugin browser), restart editor, and you’ll see a new spatialization algorithm option in attenuation properties in an audio component. One of algorithms is to do default spatialization (i.e. normal spatialization of mono sources without Oculus audio plugin) and other is new HRTF algorithm.

Let me know if you are still having trouble.

Regards,

[= ;302916]
Hi ,

I was able to reproduce #4 on list and have entered a bug report, UE-16418 to be assessed by development staff. In regards to #3 (#1 and #2 are being looked at as well!), Are there specific nodes where this seems to be occurring or did disconnect happen with any of your references to self despite what it was connected to?

Edit: After some discussion and reproduction we were able to reproduce this on our end and have entered a bug report, UE-16433 to be assessed as well.
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[=;302927]
Hi ,

Thank you for feedback.

I was able to reproduce issue #1 and entered it as UE-16423. Our developers will be investigating issue further.

As for issue #2, I tested this but I wasn’t able to get your results. If you can reliably reproduce this issue, could you post it as a new report in Bug section on ? Please include a link to this post, repro steps, screenshots, and any other info that you can provide that will help us repro this in-house.

Cheers,

TJ
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Thanks for looking into this. Am I correct in drawing from Your comments that you have been able to reproduce issue 1, 3 and 4 between you, but not #2? In that case I will try to reproduce #2 and report it on . Also, should I use AnwerHub for future bug reports instead of posting in this thread?

[=;303469]
Thanks for looking into this. Am I correct in drawing from Your comments that you have been able to reproduce issue 1, 3 and 4 between you, but not #2? In that case I will try to reproduce #2 and report it on . Also, should I use AnwerHub for future bug reports instead of posting in this thread?
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Hi ,

That is correct. Currently, only one we don’t have a repro for is #2. You are also correct that it is typically better to post bug reports to , specifically in bug reports section. reason for this is that we have extremely active monitoring on that section and can assign ourselves to specific bugs, ensuring that they don’t potentially get lost or overlooked in process.

[= ;303476]
Hi ,

That is correct. Currently, only one we don’t have a repro for is #2. You are also correct that it is typically better to post bug reports to , specifically in bug reports section. reason for this is that we have extremely active monitoring on that section and can assign ourselves to specific bugs, ensuring that they don’t potentially get lost or overlooked in process.
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Ok, then that’s what I’ll do. Thanks for quick reply.

[=;303481]
I was able to reproduce quite simply by downloading 4.7 Advanced Tile Toolkit and migrating to 4.8 project.
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Yeah, true. If Epic employees own or otherwise have access to Advanced Turn Based Tile Toolkit on marketplace they simply need to download it, create a project and open it in 4.8. Among other places this error should appear in functions Create Spline Path, Destroy And Clear Spline Path and Display Path As Spline within blueprint BP_GridManager (AdvTurnBasedTileTK/Blueprints)

[=;302760]
I know I’ll be slagged right left and center for that but personally I believe whole blueprint ā€œthingā€ 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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No way- as someone who always wanted to make games but was blocked by barrier of learning code, blueprints have allowed me to do anything I could want, quickly, and very intuitively- they are best thing that has happened to UE4 in my opinion. If stability is issue then just stick to whatever version you have started your project with!

[=;303486]
Yeah, true. If Epic employees own or otherwise have access to Advanced Turn Based Tile Toolkit on marketplace they simply need to download it, create a project and open it in 4.8. Among other places this error should appear in functions Create Spline Path, Destroy And Clear Spline Path and Display Path As Spline within blueprint BP_GridManager (AdvTurnBasedTileTK/Blueprints)
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,

Did you originally produce issue #2 by using this pack in 4.8?

If so, that is likely issue. If content pack hasn’t been made compatible with 4.8, then it may have some pretty bad errors.

(Note: Just to clarify since thread is moving onto a new page. Issue #2 is issue where execution pins auto connect inside of blueprint functions when converting to 4.8.)

[=;303486]
Advanced Turn Based Tile Toolkit on marketplace they simply need to download it, create a project and open it in 4.8.(AdvTurnBasedTileTK/Blueprints)
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Also, when you are opening project in 4.8, are you choosing ā€˜Open a Copy’ option?

After investigating this further I decided to open ā€˜Advanced Turn Based Tile Toolkit’ in 4.7.6. same nodes in functions you mentioned are connected there as well. You mentioned that they weren’t connected in 4.7.6, are you seeing something different?

Guys, i’ve checking for days, months about multi-touch support for Windows 8, some says it was supposed to be in 4.8 some says it is already on Github… Can you please get in touch with your awesome developpers and clarify on this point please. I’ve read forums correctly and there’s a lot of people that are wainting for this feature before moving to UE4. Thanks a lot. Ang again thanks for making this (almost) so great !

Bug here (possible): matinee control for fading no longer works. Currently using 4.8

[=;303526]
,

Did you originally produce issue #2 by using this pack in 4.8?

If so, that is likely issue. If content pack hasn’t been made compatible with 4.8, then it may have some pretty bad errors.

(Note: Just to clarify since thread is moving onto a new page. Issue #2 is issue where execution pins auto connect inside of blueprint functions when converting to 4.8.)
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[=;303539]
Also, when you are opening project in 4.8, are you choosing ā€˜Open a Copy’ option?
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[=;303553]
After investigating this further I decided to open ā€˜Advanced Turn Based Tile Toolkit’ in 4.7.6. same nodes in functions you mentioned are connected there as well. You mentioned that they weren’t connected in 4.7.6, are you seeing something different?
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Ah, there we have it! It seems they were wrongly connected in old 4.7 version as well, but that didn’t seem to matter in 4.7 as going to Return node did apparently not end function. This seems to be case for 4.8 (and makes more sense, I must add), which is what caused errors. As I was not having same issues in 4.7 I wrongly assumed connections had been added automatically. I should have checked that before reporting error. I apologize for wasting your time looking for a nonexistent issue.

I posted this yesterday, and decided to delete my post… I should have kept it.

Is there any progress made on UT-14154 ? :slight_smile:

It’s referenced in this page: https://answers.unrealengine/questions/126269/how-to-fix-static-mesh-falling-through-floor.html

This is a bit annoying (and totally break physics-based gameplay :frowning: )

[=;303842]
I posted this yesterday, and decided to delete my post… I should have kept it.

Is there any progress made on UT-14154 ? :slight_smile:

It’s referenced in this page: https://answers.unrealengine/questions/126269/how-to-fix-static-mesh-falling-through-floor.html

This is a bit annoying (and totally break physics-based gameplay :frowning: )
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Hey ,

This has already been closed out as ā€œby design.ā€ G has already responded to thread why this is case.

ā€œI’m afraid this is a (sensible) limitation of physics engine. It does not supporting using a triangle mesh as collision for a dynamic object, it would be very expensive, and is hard to calculate mass properties for etc.ā€

How is progress on new sequenser?