I also would like to understand why the 4.8.1 hotfix is so big in size and why the launcher does not give the size of an update so that a person can know what to expect and why the launcher forces a person to close the engine before it wil begin download of the update
[= Ellis;317946]
The incremental hotfix updates only provide “small and safe” fixes to existing code. We don’t introduce anything new in the Hotfixes or touch the header files in code. Big changes are only done between release versions, like 4.7 and 4.8.
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Is this why the engine version is still v451 ?
I have a project that was made with v465 from epic/master several weeks back, and I have hoped that once 4.8.1 was released, its version would be bumped up and let me load this project. Alas, did not happen.
What can I do to load this project, it doesn’t really have anything fancy or special not present in 4.8 already?
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could you please explain why a “hotfix” “small&safe” updates end up being over 2gb when i read the fix log its a code fixing so why does it require what is basically a full install, is there no way just to update the code base.
basically it takes me quite a while to dl the “hotfix” then it takes ages for it to install/verify which then causes havok when i tried and do otherthing on the net, maybe its only me idk !
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Only took about 12 mins for me to download and install.
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could you please explain why a “hotfix” “small&safe” updates end up being over 2gb when i read the fix log its a code fixing so why does it require what is basically a full install, is there no way just to update the code base.
basically it takes me quite a while to dl the “hotfix” then it takes ages for it to install/verify which then causes havok when i tried and do otherthing on the net, maybe its only me idk !
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Probably all new dlls, lib and also… particularly the PDB… they are very big!
Eem, anyone is encountering random freezes on Light Build, or is it just me ? (i’m talking about 4.8.1).
Since the hotfix when I try to change the gamemode or default Pawn class, … , via the world settings tab the editor tries to ‘rebuild the class hierachy’ and crashes. Also my physics system does strange things.
Has anyone else experienced something like this?
Been messing around with DFGI and Heightfields for a project a bit in 4.8, and noticed an easily fixable problem with the heightfields. If you scale the terrain, the r.HeightfieldInnerBounceDistance=3000 is no longer the right size and starts causing problems. For example, I scaled the terrain to 2x the size, and what would happen is if you move to some areas of the map, the heightfield GI turns off entirely. It’s really jarring, and I was able to fix it simply by setting r.HeightfieldInnerBounceDistance=6000. Assuming what I found isn’t the indication of a bug somewhere else in the code, simply scaling the bounce distance to the size of the terrain would avoid having that problem come up again for anyone else.
Any we get a fix for UE-17363 (destructibles crash, reported here) in 4.8.2?
[=TK-Master;319345]
Any we get a fix for UE-17363 (destructibles crash, reported here) in 4.8.2?
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This bug is still marked as unresolved, so a solution is not immediately available. However it has been marked as a major priority given the nature of the crash.
hi guys,
i have the problem that all my tesselated materials from ue4.7 are not visible in 4.8 and 4.8.1.
in the material editor i can see them in all their glory, but in the editor itself they are just the normal grey-checkered material.
in 4.7. there was no problem with these materials.
what has changed to 4.8/4.8.1 and how do i get them back working properly ?
thx
[=;319499]
hi guys,
i have the problem that all my tesselated materials from ue4.7 are not visible in 4.8 and 4.8.1.
in the material editor i can see them in all their glory, but in the editor itself they are just the normal grey-checkered material.
in 4.7. there was no problem with these materials.
what has changed to 4.8/4.8.1 and how do i get them back working properly ?
thx
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Hi ,
I’m not seeing anything in our system mentioning an error with Tesselated materials. Would you mind making a post on the answerhub in the bug reports section at http://answers.unrealengine.com? We can assist you more in depth there.
The only sadness of this version is that it is not saving game on Android!!! Epic Games has released hotfix without the corrections (despite I have warned about it onanswers.unrealengine.com/questions/242480/why-isnt-ue-48-saving-data-on-android.html – the issue is UE-17385) it seems to me that Android development is not so important… Now the only option is to download the Engine and correct a simple line of code by myself to be allowed to publish my game!!! Thak you Epic Games!!! At least this time I’m not paying to test your Engine
I am not able to save projects or project assets after a hot reload. I need to restart the editor without saving each time I compile code in VS.
Not a big issue, but a bit inconvenient.
[=pedrodacruz;319840]
The only sadness of this version is that it is not saving game on Android!!! Epic Games has released hotfix without the corrections (despite I have warned about it onanswers.unrealengine.com/questions/242480/why-isnt-ue-48-saving-data-on-android.html – the issue is UE-17385) it seems to me that Android development is not so important… Now the only option is to download the Engine and correct a simple line of code by myself to be allowed to publish my game!!! Thak you Epic Games!!! At least this time I’m not paying to test your Engine
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Hi pedroacruz,
I checked into 17385 and it has been marked as fixed and is already integrated into our internal builds. Keep an eye out for a future release with this fix!
[=OceanCom;320421]
I am not able to save projects or project assets after a hot reload. I need to restart the editor without saving each time I compile code in VS.
Not a big issue, but a bit inconvenient.
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Hi OceanCom,
Please post this to the answerhub at http://answers.unrealengine.com in the bug reports section so we can assist you more in depth. Thank you!
[=thankstipscom;316848]
I dont know what to tell you brother… I just went and downloaded the latest source thing there. I’m 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
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Hey bud,
delay on the reply but I ended up grabbing it
I did check for it but didn’t find it until after the official release. So far, things are much better but I did find a ton of crashing in UMG the other day. Things like selecting two widgets and attempting to wrap them or there was a moment I kept getting a crash every time I simply tried to rename a variable that a previous variable used to be named. These are issues I’ve experienced ever since UMG debuted and it’s discouraging to see them still present and becomes hard to get work done when the editor is crashing every time I try to get something done and kills your focus.
I did submit all the crash logs but didn’t create an AnswerHub post as that day was extremely busy. There was one I believe that I ended having a consistent way to re-produce it and detailed that out in one of the logs for you guys.
It’s getting much better however and you guys are doing an amazing job squashing all the remaining bugs.
As far as other crashing, I also got a couple random cases of crashing but I noticed the biggest headaches in UMG. Spent a little bit of time working on AnimBPs in 4.8.1 and didn’t notice any funkiness there but it was very brief so I could make a couple updates.
But doing things in UMG like wrapping multiple widgets, renaming, and even re-ordering is bound to crash at some point. I’ve probably noticed the most there as I needed to work a lot w/ UMG ever since 4.8.1 dropped.
I’ll keep my eyes peeled if I find anything else and keep it up, almost there
Does anyone know if leap motion plugin in 4.8/4.8.1 is working correctly? having a lot of weird finger behavior, and is not the sensor or the usb or anything else…it just happens with unreal engine.::
Thanks in advance.
having strange issue. Not sure whats causing it at the moment… trying to recreate it but haven’t been successful, but it’s happened twice now in the last two days unexpectedly.
I’ve edited my parentBP for a bunch of enemy chracters. When I go to a specific childBP of that parent, all the settings are zeros(maybe defaults) and the static mesh is gone, capusle is tiny etc… i close the editor and reopen it and they’re all back to the way they should be. Not sure whats causing it but its the second time now in two days. Will post on answerhub if i figure out what causes it.
Has UE-13421 been fixed?
A version that works on OSX 10.11 beta with Metal support please.