Unreal Engine 4.8 Preview

Pretty large issue I’ve discovered in 4.8
Updating my new project, all instances where I’ve casted to UMG widgets tell me there is no variable name by what I cast so I should recompile widgets.
When I go and compile widgets however, Unreal Engine freezes.

EDIT: above doesn’t seem to be whole issue. It seems that compiling one by one back and forth between UMG widgets and objects using them resolved it without a freeze.
Not exactly sure what that means though? You can’t compile to UMG widgets one after another?

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new grey guy is a perv in FPS template, this is what happens when you jump:
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Yeah… :smiley: And this is how you rehabilitate him : https://forums.unrealengine/showthread.php?69155-First-bug-in-4-8-preview-1
:rolleyes:

Amazing drop!

Devs, just a little question! Have there been any improvements to windows touch interface system? A lot of people asked about it in this thread and we had heard 4.8

Just curious cuz I don’t see anything in release notes!

Questions-
Are objects being automatically cast as their type now? Previously I needed to cast an object as itself to be able to send events on that object, etc, but now in all of my blueprints I have a yellow warning “Item is already a “>whatever object it is<”, you don’t need cast”?
Also has there been some change to how overlaps work?
Everywhere I have overlapping objects it is telling me "No value will be returned by reference. Parameter ‘SweepResult’.

://i.gyazo/a387b2b9ccd6150743d964b4a284808e.png

Would really appreciate some answers for this, especially as it seems some events I have based on overlaps seem to be inconsistently not working now and I’m not sure if there’s some option/setting I need to change, etc

://screenshooter/100260727/wiwqlmv

My project from 4.7 to 4.8
Why oncomponetbeginoverlap generate bug but on componentEndoverlap dont generate ?

“Blueprints: Many stability and workflow improvements. This was a major focus of 4.8 release.”
What exactly does this mean?
Do you also speeded operation brluprint for mobile ?
I can not check this , because I cant compile my project :frowning:
What exactly does this mean?
Do you also speeded operation brluprint for mobile ?
I can not check this , because I do not compile my project.

I am very disappointed because I counted with a 4.8 improve engine for mobile .
Tell me when I can count on improvements in mobile ? In my game I miss about 20 fps to 60 fps. for Samsung galxy 3

Noticed that Speedtrees doesn’t reset their materials when re-importing (FINALLY!!! :D). I would also like suggest that they shouldn’t reset other settings such as LOD distance and all that. But at least it’s a start (and going to save me so much time).

FIXED

Quick Question:
4.8 Update don’t pop up in my EPIC Launcher. What can i do ?

FIXED

[=;286461]
Hi,

I have tried 4 times to download and install preview, but I get an error each time: Install Failed - A file corruption has occurred. Please try again.

Any idea what might be causing this?

Thanks,
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Same for me :frowning:

[=ikifenix;286484]
new grey guy is a perv in FPS template, this is what happens when you jump:

https://.com/=mca4C9eAaLY
[/]

That isn’t a bug, its expected check this:
[video]PSY - GANGNAM STYLE(강남스타일) M/V - YouTube :cool:

[=;286502]
Yeah… :smiley: And this is how you rehabilitate him : https://forums.unrealengine/showthread.php?69155-First-bug-in-4-8-preview-1
:rolleyes:
[/]

Thanks, I didn’t see it.

[=;286600]
That isn’t a bug, its expected check this:
[/]

Lol, Epic Games and their easter eggs. :smiley:

Any fix for OculusAudio plugin problem in master build?

I find one of most importants bugs in 4.8 P1 (I think)
If you change a numeric box in one BP details panel/tab then you can’t play because drop a message of you are using numeric box #

Reported here:
https://answers.unrealengine/questions/224148/48-p1-numeric-boxes-not-work-as-expected-with-mous.html
https://answers.unrealengine/questions/224155/48-p1-change-pawn-capsule-sizes-problem.html

*I think is same problem in two cases.

Hi, is procedural foliage already in?

I’ve watched this video, but in my “Miscellaneous” category I don’t have Procedural Foliage object: should I activate it in some way?

https://.com/=lWfKe07tuq8

Whiteman is better to own eyes too, less eyestrain especially in 3-rd person view.

Does 4.8 support Opus auidio and vp9 video? vp9 and opus sources are in sources.

[=;286673]
Hi, is procedural foliage already in?

I’ve watched this video, but in my “Miscellaneous” category I don’t have Procedural Foliage object: should I activate it in some way?

[/]

Go to Editor Preferences -> General -> Experimental. And enable Procedural Foliage.

thank you for quick answer!!

I had to use SnagIt program to take screenshots of game.

://i612.photobucket/albums/tt209/jeffmorris1956/wan09_zpsk6lrfpjb.png

Above is from UE 4.8. I think that center mirror shows view from Internal Camera, not CenterMirror SceneCapture2D actor.

://i612.photobucket/albums/tt209/jeffmorris1956/van10_zpsstknio8f.png

Above is from UE 4.7.6. center mirror shows correct view from CenterMirror SceneCapture2D actor.

://i612.photobucket/albums/tt209/jeffmorris1956/van11_zpsybxitzkl.png

Above is blueprint for van in UE 4.8

Note differences in center mirror. Note camera just behind driver’s seat. How to I set eye height? I thought that eye height is where camera’s lens is. I used regular Vehicle Template. mirrors in upper corners of screen and text on dashboard were created using UMG.

I got some questions:

A. Thedocs.unrealengine/latest/INT/Engine/Rendering/LightingAndShadows/RayTracedDistanceFieldShadowing/index.html Traced Distance Field Soft Shadows work now with landscape ?
B. There is GI baked by lightmass, GI using LPV, GI by Nvidia, GI for Distance Fields ?? or last and LPV is same option ??

[=;286392]
Hey guys I noticed sample character textures are in 4k!

That adds a hefty size to your project for not that much of a quality gain over 2k (or 1k?) for a placeholder character. that’s 20Megs per texture though in your game build package.

Now I know we can limit this ourselves etc. but it might be worth considering an optimization on size.

Edit: With that change (and using awesome new size mapper!) I reduced texture size from 56Megs for 3 textures to 6Megs (by using 2048, 512 and 512 sizes) with very minimal impact on perceived quality)
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Are you saying that we can now LOD a texture? How do you do that?