Unreal Engine 4.8 Released!

Alright, I just also tried to use the binary editor from the launcher, resulting in the same error. I’'ve submitted the bug report here: https://answers.unrealengine.com/questions/243666/error-switcing-engine-versions-47-48.html
Thanks for your time!
regards

[=Illusionweaver;312755]
From the release notes : “To use Hierarchical LOD, set Enable Hierarchical LOD System to be true in World Settings. Once enabled, you’ll be able to edit settings in the LODSystem section.”

I can’t find this in the world settings? What am I doing wrong?
[/]

Yup it’s still an unknown to a few of us. Not sure how it works.
Waiting UE4 documentation :slight_smile:

Found a bug. 4.8 keeps disconnecting some self references from array nodes. It happens every time the editor is opened. I’m not the only one experiencing this if the forums are any indication. This is what is breaking the system. I hope this gets hotfixed soon, it’s a huge pain. We can’t have manually reconnecting these nodes every time they open the project.

[=;312985]
Found a bug. 4.8 keeps disconnecting some self references from array nodes. It happens every time the editor is opened. I’m not the only one experiencing this if the forums are any indication. This is what is breaking the system. I hope this gets hotfixed soon, it’s a huge pain. We can’t have manually reconnecting these nodes every time they open the project.
[/]

@: Can you please post this on AnswerHub under the bugs section.

Thanks. 8-}

[=Illusionweaver;312755]
From the release notes : “To use Hierarchical LOD, set Enable Hierarchical LOD System to be true in World Settings. Once enabled, you’ll be able to edit settings in the LODSystem section.”

I can’t find this in the world settings? What am I doing wrong?
[/]

You can try like this: Input the keyword “HierarchicalLOD” in the property filter of the world settings panel, you can see it.

[=;312985]
Found a bug. 4.8 keeps disconnecting some self references from array nodes. It happens every time the editor is opened. I’m not the only one experiencing this if the forums are any indication. This is what is breaking the system. I hope this gets hotfixed soon, it’s a huge pain. We can’t have manually reconnecting these nodes every time they open the project.
[/]

This bug is known and has been logged as UE-16972. This issue has been fixed internally, and we expect to include this in a hotfix.

[=Illusionweaver;312755]
From the release notes : “To use Hierarchical LOD, set Enable Hierarchical LOD System to be true in World Settings. Once enabled, you’ll be able to edit settings in the LODSystem section.”

I can’t find this in the world settings? What am I doing wrong?
[/]

Be sure to enable the feature, and then the grayed-out section can be used. Running a search for “LOD” may help locate it.

[=QBert;310505]
Hmm but how? :\ I can’t seem to activate it in World Settings, it’s greyed out?
I have an FBX import with LODs grouped in it, but it doesn’t seem to glue them together?
[/]

It does use auto clustering algorithm to find out close actors, and group them together. Once you build, you can see LODActors that will be replaced at the certain distance as a group.
If simplygon, yes it will use simplygon. If not, it looks at lower LOD of individual mesh, and merge them together to big mesh. Make sure to test this in smaller map. Building LOD takes a long time.

Thanks,

–Lina,

am being forced to use 4.8.0 now cuz of a 476 bug… and man… this version crashes like every few mins for me so far when I’m working with a characterBP and the animgraph… every 5th or 6th time I go to click on the animgraph from the characBP the animgraph almost displays, partially shows the node lines but not the nodes and then the **** editor crashes and I lose all changes since last save. I wish 4.7.6 didnt have the bug where all my animations dont work on standalone or packaged games or I’d continue using that. It was working just fine. So frustrating. There’s zero output in the crash window too so i don’t even know if it has anything to do with the animgraph or if its just every 15 mins it crashes or what the deal is… sigh

There is a good our game will crash on android devices now. I’d gathered some errors in log after those crashs.
Exception form the line “check( UncompressedSize == ZUncompressedSize )” is the most common one. Here is the log:
Assertion failed: UncompressedSize == ZUncompressedSize [File:\Compression.cpp] [Line: 111]
check( UncompressedSize == ZUncompressedSize );

And this issue still existed even if I’d full rebuilt my project( rebuilt after deleting all cached files in the directory Saved/Cooked)

[=;312985]
Found a bug. 4.8 keeps disconnecting some self references from array nodes. It happens every time the editor is opened. I’m not the only one experiencing this if the forums are any indication. This is what is breaking the system. I hope this gets hotfixed soon, it’s a huge pain. We can’t have manually reconnecting these nodes every time they open the project.
[/]

I have that happening. I had to re-create a few bits of my blueprints then it randomly went away on one nad not on the other. Then I copy pasted the project, deleted the saved and intermediate folders and re-opened and it was fine.

shrug

They couldnt replicate it on answerhub.

[=thankstipscom;314306]
am being forced to use 4.8.0 now cuz of a 476 bug… and man… this version crashes like every few mins for me so far when I’m working with a characterBP and the animgraph… every 5th or 6th time I go to click on the animgraph from the characBP the animgraph almost displays, partially shows the node lines but not the nodes and then the **** editor crashes and I lose all changes since last save. I wish 4.7.6 didnt have the bug where all my animations dont work on standalone or packaged games or I’d continue using that. It was working just fine. So frustrating. There’s zero output in the crash window too so i don’t even know if it has anything to do with the animgraph or if its just every 15 mins it crashes or what the deal is… sigh
[/]

Maybe some kind of memory leak?
It happens often, like within 15 mins when using the animgraph. Happens less often… like once every hour roughly when compiling, saving or switching windows in other blueprints. I now save after every tiny change…

Here’s an example… the animBP wasn’t even open yet. I had just opened it to edit animgraph and it crashed before it opened. This was after having just restarted from a previous crash 10 mins prior

http:///uploads/2015-06-19_023306.png

I’m dropping by just to say BIG THANKS to - On Press / On Released @UMG :slight_smile:

Btw, a quick report - if I save my project while in Play mode, the editor will crash. Maybe just me.

[= Looman;308588]
Client/Server functions now require the _Implementation in the header, but this isn’t the rule for BlueprintNativeEvent.
[/]

I’m having to define those too for nativeEvent and Server/Client functions. You sure you’re not using the old GENERATED_UCLASS_BODY() macro in the other class?

I have found that if you don’t do the definitions it’ll compile but it’ll warn you, and yet when you try to build for Android/Mobile, it won’t build at all (so you have to have them regardless).

[=;314537]
I’m dropping by just to say BIG THANKS to - On Press / On Released @UMG :slight_smile:

Btw, a quick report - if I save my project while in Play mode, the editor will crash. Maybe just me.
[/]

Hi ,

This is a known issue and has been reported in our system as UE-16695.

[=Nsomnia;314420]
I have that happening. I had to re-create a few bits of my blueprints then it randomly went away on one nad not on the other. Then I copy pasted the project, deleted the saved and intermediate folders and re-opened and it was fine.

shrug

They couldnt replicate it on answerhub.
[/]

Is this being seen in child blueprints or any blueprint? We do have a bug report in our system (UE-16433). This report is specific to child blueprints losing references to self pins attached to Set Array Element nodes.

[= Bean;310037]
With 4.8 my CPU is much more active??? In 4.7.6. I never heard my CPU fan unless when building light or compiling shaders. Now with 4.8 I hear my CPU fan all the time when UE4 editor has focus. Is this me, or are any others experiencing the same?
[/]

Hi Bean,

Have you tried using any heat/power/fan speed monitoring software such as HWMonitor to see if it is making your CPU run anymore than usual or if the fan is just speeding up? It is possible that 's response about multi core performance could be the reason for this. If this continues to be a problem, please make a post on our Answerhub and we’ll be happy to help you one on one there to try to find out the cause of this change.

Have a nice day,

This one is really annoying because it makes the editor crash on startup: https://answers.unrealengine.com/questions/243801/actorcomponent-in-actor-is-crashing-ue4-in-standal.html

Nav Link Proxy is also broken, that breaks gameplay for a lot of games and features like jumping, doors, ladders and so on. Hope it will be solved soon because it is stopping us from moving to 4.8.

Hi
Am i the only one who has problems with connecting
to a packacked lan Listen server on Windows ? Before the shortcut extensions “mapname?listen” and “127.0.0.1 -game” worked fine now on 4.8.0 with github and binary versions there seem to be Happen nothing when i use These , also Testet it with the 4.7 versions and with them it worked fine!
Thx in advance