Unreal Engine 4.8 Preview

[=;287481]
Bummer. Oculus SDK 0.5 is out since March (!) 26th… Are you really sure about that? Was hoping for refinded camera system ( current one is very akward), way better VR performance thanks to late-latching and so on…?
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I’m curious about this too.
There is a UE4.7 SDK 0.5 branch HERE and even a 0.6 SDK preview for UE4.7 HERE . But what about 4.8 ?

[=;287444]
Does anybody know if this got some attention in 4.8? It’s been a problem since release last year. I know UV’s on Material Billboards have been fixed to be back to normal, but Dynamic Material Instance issue still persists.

Note, this post does contain a workaround for C++ users. For Blueprint users however, they still can’t do this.
https://answers.unrealengine/questions/154274/how-to-use-dynamic-material-instance-on-billboard.html
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I will run some tests today and let you know if its in pipeline and if not I will feature request it for you.

EDIT: Tested this issue in 4.8 and looks to be fixed in Preview release. I included a sample project on original question. If something is not working as you would expect please let me know.

[=;287481]
Bummer. Oculus SDK 0.5 is out since March (!) 26th… Are you really sure about that? Was hoping for refinded camera system ( current one is very akward), way better VR performance thanks to late-latching and so on…?
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0.5 is in latest preview on GitHub so probably hit 4.8p2. I can’t tell if any work has been done on late-latching and other optimizations though but I’m hoping performance will be improved anyways.

[=Lucky Fish;287449]
BUG: 4.8 preview my collisions no longer work for a spline mesh component.

I have a spline that has a (tube) mesh component (complex as simple, double sided geometry) with various spheres inside tube, they spheres collide with each other but not tube. On 4.7.6 they all collide as they should but upgrading that project to 4.8 and they stop colliding with walls.

This could be related to changes you have made for convex collisions however i am using complex as simple which does not require a collision mesh.

Please email me for my project to test.
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Hi -

Have you made sure to setup collision in your add Spline Mesh Component, they spawn in with no collision by default. I was able to spawn in elements fine in 4.8 P1. If you are still having a problem please post a detailed description of your setup and assets if necessary on .

Thank You

[=paulv2k4;287065]
Yep it is not there.

There is a question on answer hub about it too.

https://answers.unrealengine/questions/224089/48-p1-where-is–ui-brower-widget-for-umg.html
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Could anybody figure out why this question was deleted?

Anyway, what is news on this? I do not see promoted or master branch having anything different to 4.8 that would give us a UMG web browser. Unless I am missing something obvious.

[=;287105]
I’m probably mistaken, but I thought 4.8 was going to have a native integration of Oculus audio SDK? Is that coming in 4.9 or maybe already in Github repo?
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[=;287133]
It is in latest 4.8 branch, so probably in 4.8p2 any day now!
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I believe it is already in preview 1, but it is a plugin so you probably need to enable it.

I’ve been working on it and is there some kind of change to Casting? A lot of my casting will no longer work rendering a lot of my battle system useless. I’m also getting black and artifacts on foliage. Last Packaging seems to fail each time (tried it twice)

[=;287590]
I will run some tests today and let you know if its in pipeline and if not I will feature request it for you.

EDIT: Tested this issue in 4.8 and looks to be fixed in Preview release. I included a sample project on original question. If something is not working as you would expect please let me know.
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Oooh nice! I’ll check that out!

[=;287310]
I cannot see Unreal Editor appeared on screen after clicking on ‘Launch’ button from Epic Launcer. I can see application ‘UnrealEditor.exe’ in TaskManager application list - probably window position is off? However, UnrealEditor for 4.7.6 (latest) is fine.
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Might take some time for Splash to appear. Try Alt+Tab and see if theres a startup splash screen floating around stuck at 95% (which is somewhere around when it compiles shaders). Just be patient and wait for it.

Also wondering about 360 stereo pano plugin status. Any idea if it’s there or will make it into 4.8?

A really annoying new “feature” of blueprint compile checker: it will throw flags on basically ANYTHING you do involving Interface Messages.

As an example, I have an interface implemented on many actors. I use this so that I can communicate messages to them just by getting an actor reference (say, on an overlap event; this way, if a weapon overlaps an enemy, I can tell whatever actor class it happens to BE how to react). So, I call interface on Actor reference. This actually WORKS in-game… but on attempting to compile, UE4 warns me that it will “always fail” because CLASS OF “ACTOR” doesn’t implement interface! That seems like it entirely negates POINT of interface messages, which is to enable inter-actor communication when specific class of referenced object cannot be known.

I want to reiterate, functionality in-game hasn’t changed at all. UE4 just now feels like alerting me that it won’t work, even though it will.

I also get warning flags for component overlap messages, letting me know that I won’t get any data from my Sweep Result pin (which never yielded anything anyway), even if it isn’t connected to anything.

[=RhythmScript;287936]
A really annoying new “feature” of blueprint compile checker: it will throw flags on basically ANYTHING you do involving Interface Messages.

As an example, I have an interface implemented on many actors. I use this so that I can communicate messages to them just by getting an actor reference (say, on an overlap event; this way, if a weapon overlaps an enemy, I can tell whatever actor class it happens to BE how to react). So, I call interface on Actor reference. This actually WORKS in-game… but on attempting to compile, UE4 warns me that it will “always fail” because CLASS OF “ACTOR” doesn’t implement interface! That seems like it entirely negates POINT of interface messages, which is to enable inter-actor communication when specific class of referenced object cannot be known.

I want to reiterate, functionality in-game hasn’t changed at all. UE4 just now feels like alerting me that it won’t work, even though it will.

I also get warning flags for component overlap messages, letting me know that I won’t get any data from my Sweep Result pin (which never yielded anything anyway), even if it isn’t connected to anything.
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As a heads up, interface warning is a bogus message that has been removed in and 4.8; it should be removed in next preview build. I’m not sure if overlap thing is same issue or not.

Cheers,

Any orthographic view fixes (or timeline for them)? Such as for various lighting issues with dynamic shadows & particles etc.

[= Audy;287736]
I believe it is already in preview 1, but it is a plugin so you probably need to enable it.
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Oh nice, thanks for heads up on that.

This will definitely help bring my VR audiobook player to next level :slight_smile:

I have no idea what i have done, but when i click play i get a message in bottom right saying “Can’t play in editor when performing edit intensity operation”
I was also having a problem changing colour of a light in my player blueprint. Whenever i would drag colour slider it would instantly close itself.

I think there’s some sort of memory leak owing to engine not properly unloading actors spawned at runtime during PIE.

I find that when I spawn actors procedurally, during first PIE they get named (say trigger 1 - trigger 50), exit, and then PIE and play again, they get a new round of names (trigger 51 - trigger 100)… And after a number of PIE sessions while editing, game will start to rapidly lose FPS and eventually editor will crash.

Though I’ve also noticed a lot of really bad crashes. 4.8 has crashed every single time I’ve opened it within about 15 minutes; in fact, I once closed editor and had it crash ON CLOSING, so obviously there’s something nutty going on there and I’m not entirely certain what.

Also, has local space axis orientation in Cascade been intentionally changed? My muzzle flash particle is 90° sideways.

[=;286839]
You can set texture size in editor. Search for “size” when you opened texture in-editor. You can also do so for entire groups by specifying it in SystemSettings of engine INI (that lingers somewhere in docs)
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Thanks for Tip !

4.8P: I tried launching UnrealEditor, and I leave my laptop for intention for like 1 hour - but I completely forgot about it until 1/2 day later. I still cannot find UnrealEditor launched despite of it showing in taskbar. No splash screen whatsover even using Alt+Tab or other trickeries that I could think of.

And then, I tried launched 4.7.6, and splash screen appeared almost immediately and is usable within 20 seconds.

Edit: And… drum rolls… after UnrealEditor 4.7.6 succesfully launched, suddenly 4.8P1 appeared…

Edit2: Now everything is okay. I started from scratch, and 4.8p window appeared nicely.

[=;287883]
Might take some time for Splash to appear. Try Alt+Tab and see if theres a startup splash screen floating around stuck at 95% (which is somewhere around when it compiles shaders). Just be patient and wait for it.
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I think I’ve finally found a Repro for this bug that has been plaguing me since before 4.8!

OnRep_Pawn() never get’s called on Clients if Pawn already exists in world! It only gets called if Pawn you’re possessing is a new object just spawned by Server. You can see a video example of this here (with useful debug messages: …com/=XEKsxnVy3hg)

You can see that if object has just been spawned by server, OnRep_Pawn runs. If it’s already in world, it doesn’t get called! Hope this helps nail this one!

threads posted on matter can be found Here and Here. managed to fix one issue when Posession fails, but it appears that OnRep_Pawn still doesn’t get called when it’s supposed to.

Report here:
https://answers.unrealengine/questions/225194/repro-onrep-pawn-only-fires-when-possessing-a-newl.html

Hey , OnRep_Pawn is intended to be called on client when controller’s Pawn property changes on server. In your case, could it be so that you are calling Possess on client?