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?
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
“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
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).
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 #
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.
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 ??
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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?