Looking forward to the first hotfix 4.8.1
it looks like the exit menu is broken for the multiplayer shootout example in 4.8.
I used the examples in this game to build out my own and now my own is also broken. Can someone take a look? When exiting the game from the playing state, the menu MAP loads but the actual menu does not anymore and leaves the game in an un exitable/unreset-able state.
I have got many crashes in AnimationBP (4.8)
why on earth everytime i have an open blueprint in my vr project on 4.8, the vr preview gets broken?? took hours and blood tears to realizeâŚ
Please fix this, thanks in advance!
often i have a crashes on UNDO (ctrl+z) operations, 4.8 is unstable!!!
For me 4.8 is far more stable than 4.7 and 4.6, I think Epic did a great job with 4.8 Itâs almost never crashing for me, only problem are all the bugs from 4.6 and 4.7 where some are fixed in 4.8, but 4.8 also introduced some new bugs. And with bugs I mean not fully working features, not crashes. Regarding crashes 4.8 is really really stable for me
Could be because I almost never use undo and in the last weeks I have not used anim blueprints and I also donât use vr preview.
[=;315806]
often i have a crashes on UNDO (ctrl+z) operations, 4.8 is unstable!!!
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Hi ,
I havenât been able to reproduce this on my end. Can you please make an answerhub post in the bug reports section? The answerhub can be found at http://answers.unrealengine.com. In the answerhub post, please attach your crash logs, callstack, and any steps you are taking to reproduce this on your end. Additionally, please mention if this occurs in a clean, blank project with no additional content or if this is limited to a specific project. Thank you!
Still looking for an opinion about how to set landscape grass type assets to cast Dynamic Shadows only, looking on the code the Struct that describes the asset has their fields marked as _DEPRECATED, so I suppose something will change on it (4.9? 4.8.x?).
One other thing that doensât happened on previous releases: Import/Export errors on C++ class based BPs on open levels.
- I am working on my Class on C++âŚ
- BUT I âalreadyâ created a BP child and placed it on level.
- I go on VS, change the code (while I didnât filtered âyetâ how much âdeepâ this change must be), recompile and run the editor right from VS (DevelopmentEditor Run).
- On open the level where a child BP instance was placed there are import error/warnings.
Workaround:
- Look on the log by the errorshooter instance name.
- Open the BP from that Actor.
- Reparent/Reassign the same class.
- Recompile? (Since Iâm not changing the class at all, the engine doesnât detects a need for recompile, but I press the button anyway).
Next time you open the level the error will not be shown.
I can confirm 481 is **more **stable than 480. I had to build it from source to get it but had to since I couldnât package my game anymore due to a 480 bug.
I was getting at least 2-3 crashes per hour on 480. Mostly in the animBP. Iâve been working with 481 for two days now and have only had one crash and that wasnt in the animbp.
EDIT: crashing on 4.8.1 every 15-20 mins when working in the UMG, specifically binding functions to progress bars.
For those of you experiencing crashes in AnimBPs, Undo operations, UMG, etc.: please be sure to identify the conditions for reproduction and then log a bug report on the AnswerHub (links provided in my signature). The crashes are unlikely to get fixed unless our staff is able to experience them and log an internal report. Thanks.
For those of you who are reporting that you are seeing improvements in stability; thatâs great! It is our goal to always make UE4 better and better.
Cheers
I am getting much worse frame rate in my 4.8 development build as apposed to 4.7, 4.7 used to run nicely into the 74, a few maps are finding it hard to get out 34 on 4.8, is anyone else experiencing this?
âhmd vsync offâ also doesnât seem to be working anymore which makes it much harder to have a quick and dirty look around maps to see if there is any heavy areas as it just crunches to 34 allover the place.
[= Ellis;316389]
For those of you experiencing crashes in AnimBPs, Undo operations, UMG, etc.: please be sure to identify the conditions for reproduction and then log a bug report on the AnswerHub (links provided in my signature). The crashes are unlikely to get fixed unless our staff is able to experience them and log an internal report. Thanks.
For those of you who are reporting that you are seeing improvements in stability; thatâs great! It is our goal to always make UE4 better and better.
Cheers
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Youâre right. Though for bugs in general itâs easier to report repro steps. In the case of crashing itâs not so simple. Repro steps for me have been, just go back and forth between any other blueprint and the AnimGraph or UMG. At some point it will crash for sure. If youâre working for hours itâs tough to remember even 10 seconds ago what exactly you were doing step by step before the crash, that and itâs not like youâre ever doing the exact same thing each crash either. I kept getting crash after crash after crash trying to grab a var from mycharBP and populate a progress bar with it. Sometimes Iâd finish the bind function and it would crash on compile, sometimes it would crash mid joining of a node. Eventually it just didnt crash after 4 or 5 tries. Is it casting from the charBP specifically to progress bars? Or is it jsut the UMG in general? hard to tell. The good news is that crash produced information in the crash report which I sent each time using the send button (sorry for spamming )
The animgraph crashes produces no crash report and sometimes it crashes while working in the animgraph or while opening it, but most of the time it crashed for me having had it open already and working somewhere else, then simply clicking on its tab caused the editor to freeze and crash. (THIS crash hasnât happened since 4.8.1 update. But I havenât done a lot of work in animgraph since I finished up what I was doing there on the crashy version. Will try to be more attentive when these things happen. I dont like opening bug reports unless I actually have helpful information to post in it. Posting here brings it to others attention and itâs good way to see if its a common problem or if its project specific.
Itâs also true that there are many improvements. Sadly these donât usually get as much of the spotlight as the bugs, but yes there are many things that are more functional and easier as updates come out and theyâre VERY appreciated. Little things like that letting the user know the cast will always fail when trying to compile with a bad cast is new from what I can tell and its amazing. Small but awesome and saves continuous print strings for debugging before even compiling. Things like this are awesome.
Now why canât I drag and move multiple widgets in the UMG? haha⌠why indeed.
oh i also just remembered,
not sure if intentional but when debugging and stepping through the code, two things, first; F10 has never worked for me on any version, always have to hit next. Second; I get this â$$ ubergraph $$â come up every few nodes. At first it scared me because I thought it copied one of my blueprints a million times over itself and was ready to just take up sailing rather than undo that, but then it looks like its all nodes everywhere having a big party. It pops up during the step through process several times(probably depending on what nodes youâre hitting), it looks like it grabs quite a bit of system memory to load the tab each time though which locks the editor up and appears to borderline freeze and crash but then carries on(probably ram specific). Again, not sure if intentional but it looks like more of a background process than a front one and I never encountered it before.
I sended a crashlog of a new error i gotâŚ
tried to delete the folder with the example mapâŚ
[=thankstipscom;316009]
I can confirm 481 is **more **stable than 480. I had to build it from source to get it but had to since I couldnât package my game anymore due to a 480 bug.
I was getting at least 2-3 crashes per hour on 480. Mostly in the animBP. Iâve been working with 481 for two days now and have only had one crash and that wasnt in the animbp.
EDIT: crashing on 4.8.1 every 15-20 mins when working in the UMG, specifically binding functions to progress bars.
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I just checked, the 4.8.1 source doesnât appear to be live yet.
[=;315833]
For me 4.8 is far more stable than 4.7 and 4.6, I think Epic did a great job with 4.8 Itâs almost never crashing for me, only problem are all the bugs from 4.6 and 4.7 where some are fixed in 4.8, but 4.8 also introduced some new bugs. And with bugs I mean not fully working features, not crashes. Regarding crashes 4.8 is really really stable for me
Could be because I almost never use undo and in the last weeks I have not used anim blueprints and I also donât use vr preview.
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Agreed and even though 4.8 has some remaining issues, you can tell the team took their time before getting this release out. In many areas, itâs much more stable than previous builds but it still can unfortunately crash from time to time. Iâm sure 4.8.1 will be even better once it drops.
When you see the massive size of the 4.8 changelist, itâs understandable that some bugs might have sneaked through the QA net. I think epic did a great job with this release.
Iâve been experiencing a lot of editor crashes while trying to edit fields on the AI Perception component. Crashes every time i try to change the sight radius properties, for instance. Seems to be a more general propery editor bug though, not sure itâs directly tied to the AIPerception component. Havent managed to pinpoint whats causing it yet, as I wasnt running in full debug mode and had to put the task aside for now.
[=MC ;316689]
I just checked, the 4.8.1 source doesnât appear to be live yet.
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I dont know what to tell you brother⌠I just went and downloaded the latest source thing there. Iâm not an expert at it⌠but I got it, ran setup, waited for the 2ish gig download⌠then built it in VS and voila
shrugs
http:///uploads/version.png
Hi guys, i have a question, where we can found the Optional.
960 MBRequired_1of2.
949 MBRequired_2of2.
for this release version?
@SalahAdDin: As far as I understand you donât need these anymore ⌠they are downloaded as part of the âSetup.batâ process that you run.
[=;316987]
@SalahAdDin: As far as I understand you donât need these anymore ⌠they are downloaded as part of the âSetup.batâ process that you run.
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But, for example, if i want build the engine for Linux, in this case, Ubuntu, i donât need download this files because when i build it, it download this files as part of installation process?