Unreal Engine 4.8 Preview

I get this at project startup:

://puu.sh/hDLxr/477f6d8e3a.png

mentioned instanced static mesh components are not doing anything with physics…

Any place to check over “full” release notes?

Here we go:

https://answers.unrealengine/questions/223761/48-p1-startercontent-bad-material-m-cobblestone-ro.html
https://answers.unrealengine/questions/223756/48-p1-template-animation-bad-loop.html
https://answers.unrealengine/questions/223813/48-p1-topdown-template-problems.html
https://answers.unrealengine/questions/163405/47-p4-advanced-vehicle-template-lightcolors-proble.html
https://answers.unrealengine/questions/177571/47-f11-fullscreen-editor-border-black-1.html

Awesome! Currently testing all new features. :smiley:

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Any place to check over “full” release notes?
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No. full release notes are still being worked on, and will be available with official 4.8 release in a few weeks.

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Wasn’t 4.8 supposed to contain support for Android OBB downloading and splash screen? Did it make it? Does it even publish for Android at all?
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Yip. It was. There is still hope though.

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New Procedural Mesh Component (Early Access), for easily creating 3D meshes at runtime using Blueprints or C++
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This will be fun!! :smiley:

In a recent twitch stream they mentioned a 360° video recording option for 4.8, is that still planned?

See : …com/=5Mz53FLggmE&feature=youtu.be&t=56m52s

first thing I noticed is my best friend blueman has been replaced :cry: also, it appears as if new man’s right arm flicks when running…has this always been this way or is there a frame missing from animation??

Edit: I think it’s always been this way…just more obvious with droid gaps on his shoulders

Thank you for removing Velocity.Z = 0.f in StartFalling();

[=;286240]
first thing I noticed is my best friend blueman has been replaced :cry: also, it appears as if new man’s right arm flicks when running…has this always been this way or is there a frame missing from animation??
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Hopefully new ‘Unreal Man’ becomes an even better best friend! (at very least, he’s prettier!). I see twitch in run-cycle, and we’ll be sure to get that fixed.

Blueman is dead :frowning: Long live silverman!

://puu.sh/hDQvv/f4d944a8e4.png

://puu.sh/hDQzG/3f90d65042.png

Well after wait some months for fixes to my reported bugs, in 4.8 preview i don’t see any of my bugs fixed.
No fixed in 4.7.x revisions and no fixed in 4.8.

https://answers.unrealengine/questions/177571/47-f11-fullscreen-editor-border-black-1.html
https://answers.unrealengine/questions/148647/bugrequest-46-set-shape-material-in-3d-shapes.html
https://answers.unrealengine/questions/203408/47-48-template-advanced-car-something-bad.html
https://answers.unrealengine/questions/163405/47-p4-advanced-vehicle-template-lightcolors-proble.html

Cool, thanks ! silver/white/unrealman is growing on me, I’m getting urge to load him into substance painter and give him a fresh coat of paint :slight_smile:

Oh, top marks for sorting out foliage tool UI!! This will reduce my blood pressure level

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Found my own first bug, You can’t override Tick_Implementation any more in UUserWidget, code tells you to use NativeTick instead.

However, Compiler does not allow it:


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EDIT: Cancel that, arguments have changed slightly that’s all.

[=;286257]
Well after wait some months for fixes to my reported bugs, in 4.8 preview i don’t see any of my bugs fixed.
No fixed in 4.7.x revisions and no fixed in 4.8.

https://answers.unrealengine/questions/177571/47-f11-fullscreen-editor-border-black-1.html
https://answers.unrealengine/questions/148647/bugrequest-46-set-shape-material-in-3d-shapes.html
https://answers.unrealengine/questions/203408/47-48-template-advanced-car-something-bad.html
https://answers.unrealengine/questions/163405/47-p4-advanced-vehicle-template-lightcolors-proble.html
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Please keep in mind that this is first preview and as such not all fixes are implemented or listed. full list of fixes will be provided in 4.8 release notes. However, I can address each of threads you’ve posted here.

  1. UE11109 - Seems to be working in 4.8, may be included in a later preview build
  2. UE-6816 - Still under assessment, marked for 4.9 but this could change depending on difficulty of fix
  3. Car physics has been discussed at length with Skolones here: forums.unrealengine/showthread.php?48843-Horrible-Car-Physics/page4&highlight=horrible+car please feel free to add your experiences to thread.
  4. This isn’t a bug. standard workflow is to increase lightmass importance volume to encompass your level, which can be done through details pane or by transform widget.

I don’t see anything regarding large terrain LoD stuff like in Kite Demo. :confused:
Coming later?

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I don’t see anything regarding large terrain LoD stuff like in Kite Demo. :confused:
Coming later?
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That’d be interesting to know for sure! :slight_smile:

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EDIT: Cancel that, arguments have changed slightly that’s all.
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Make sure you call Super::NativeTick.