Unreal Engine 4.8 Preview

Is DFGI working in this preview? I can´t get it to show anything, if I turn on visualize DFGI. And yes, I activated Depth fields and GI in project settings. It has somethinjg to do with baking GI into landscape material I suppose. Do I haveto set anything up?

Are shipping builds known to be broken?
I have tried both migrated and newly created projects (new 3rd person example). I’ve built shipping builds for win32 and win64. they seem to build fine, but when I try to run them, they lock up on one cpu core and do not load anything.
I’m building on win7 64bit. I moved build to my win 8.1 64bit computer and there is same.

//edit: for record, both 32bit and 64bit development builds work fine…

Just made 2 very simple tutorials to get started with new procedural foliage spawner and grass output node.
https://forums.unrealengine/showthread.php?69171-4-8-procedural-foliage-spawner-starter-tutorial


[2015.05.06-20.28.22:098][530]LogActor:Warning: GameSession /Game/Maps/UEDPIE_0_HoverPhysics_OneTank.HoverPhysics_OneTank:PersistentLevel.GameSession_0 has natively added scene component(s), but none of them were set as  actor's RootComponent - picking one arbitrarily
[2015.05.06-20.28.22:100][530]LogActor:Warning: GameNetworkManager /Game/Maps/UEDPIE_0_HoverPhysics_OneTank.HoverPhysics_OneTank:PersistentLevel.GameNetworkManager_0 has natively added scene component(s), but none of them were set as  actor's RootComponent - picking one arbitrarily
[2015.05.06-20.28.22:420][530]LogWorld: Bringing up level for play took: 0.367429
[2015.05.06-20.28.22:440][530]LogActor:Warning: Natively added component (BZGame_PlayerController_0.TransformComponent0) was left unattached from  actor's root.


Never seen that in Log before, possibly things to worry about? (Any reason Net Manager and Session would need Scene Comps?)

Saw notification for a new engine version but since clicking on it I fail to see new Engine update, hope this can be fixed? For now attempting to download from GitHub! Thanks for huge update looking forward to new toolset!

Saw notification for a new engine version but since clicking on it I fail to see new Engine update, hope this can be fixed? For now attempting to download from GitHub! Thanks for huge update looking forward to new toolset!
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What steps did you take to get it from launcher? You should be able to get preview by pressing “add versions” button in library, then selecting “4.8 Preview 1” from dropdown list. Does this not appear for you?

[= ;286320]
What steps did you take to get it from launcher? You should be able to get preview by pressing “add versions” button in library, then selecting “4.8 Preview 1” from dropdown list. Does this not appear for you?
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Excellent thought I was missing something there! Thank you kindly again!

I think I’ve found a bug…After highlighting multiple foliage meshes using lasso tool (or select all button) in foliage editor, I’m unable to delete them. highlighting them individually using select tool works. I’ll report on .

Edit: reported here.

[=;286183]
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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Spoke to about this and he informed me of this:

[]
OBB download is in and it has a background that may be replaced, but it isn’t a real splash screen. Preview 1 isn’t a good Android build; Mac is broken for code projects.
UE-15052 (mac issue, fixed, waiting for integration), UE-15001 (code project issue Win and Mac, fixed, waiting for integration).
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So right now it’s not quite where it needs to be, but it’s being put together.

In UMG there is an issue where scroll lists will not push down to reveal next item, when navigating with keyboard/controller. Has that been fixed?

Why do you make a preview where many fixes you have done for 4.8 are not implemented but are planned to get added in a later preview? This just leads to having a lot of unnecessary bug reports because bugs are already fixed…

[=;286168]
Can’t express how excited i am about 4.8. I’ve been dreaming of a proper way of placing foliage since UDK days. :o
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YES… Let there be grass…Lots of it !!

I’ve noticed that can’t lock screen to Camera Actors. Or is it removed?

edit: I found it, I had to CTL + SHFT + P for “Pilot” actor.

On directional light source actor, temperature slider appears to be inverted.

which oculus sdk version should I use for 4.8.0 preview 1 ?

[= ;286339]
Why do you make a preview where many fixes you have done for 4.8 are not implemented but are planned to get added in a later preview? This just leads to having a lot of unnecessary bug reports because bugs are already fixed…
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In this case, it depends on when we branched 4.8 Preview release from branch. fixes went into after Preview build branched. They will be integrated over into Preview branch, but that’s a process that didn’t occur in time.

[=TheAgent;286334]
In UMG there is an issue where scroll lists will not push down to reveal next item, when navigating with keyboard/controller. Has that been fixed?
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What’s bug number?

[=;286363]
What’s bug number?
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There isn’t a bug report on that one, but I mentioned it on a different forum post a while ago. Wasn’t sure if that was something you were aware of.

[= ;286281]

  1. 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.

  2. 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.
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  3. I got a post in that forum about problem, but is a missing feature in engine.

  4. Don’t is a bug but need to be fixed by content creator before release like other things with animations etc…

://oi57.tinypic/65■■■2.jpg

Dynamic GI + Open World Support. Awesome <3