Unreal Engine 4.8 Released!

congratulates!!
thanks for EPIC hard work!

Cheers !

Just installed 4.8 and surprised to see that different editors are not working. When opening materials from the content browser, only some will open the material editor, others simply do not, making it impossible to edit them. Same happens for other assets, such as particle systems. This is pretty scary since it’s a showstopper. How did something this obvious get passed QA?..

I like the new alt tab feature to jump between editor windows (been wanting this since I started using UE4 like 3 years ago) but I think it’s just completely broken. UE4 completely unuseable for me right now. Has anyone else come across this huge problem? I was expecting forums to be filled with posts about this.

[=Nsomnia;308365]
Assuming you have no plugins (and maybe no code, depending on how you’ve coded it) right click on your project -> switch engine versions choose 4.8 and hit ok. Open project. Some projects may tell you editor-projectname.dll needs recompiling. Let the UBT do that and your set.
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Hopefully it should go smoothly then! Thanks for your advice

[=;308390]
UE 4.8 released today stops responding when trying to load the Kite Demo level. Any suggestions?
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Hi ,

Depending on your specs it can take a while for the content to load in the first time. This is why we have a warning in the technical details for this content:

“The assets in this pack are designed for extremely high end systems. Load times of up to an hour are expected when opening the maps for the first time. Please have 4GB of free space on your Harddrive to accommodate the DerivedDataCache created by this content.”

[= ;308431]
Just installed 4.8 and surprised to see that different editors are not working. When opening materials from the content browser, only some will open the material editor, others simply do not, making it impossible to edit them. Same happens for other assets, such as particle systems. This is pretty scary since it’s a showstopper. How did something this obvious get passed QA?..

I like the new alt tab feature to jump between editor windows (been wanting this since I started using UE4 like 3 years ago) but I think it’s just completely broken. UE4 completely unuseable for me right now. Has anyone else come across this huge problem? I was expecting forums to be filled with posts about this.
[/]

Hey ,

Can you post this to the AnswerHub in the Bug Reports section. We can assign one of the support staff to take a look tomorrow when we’re back in the office. Personally, I use 4.8 previews and now final build on daily basis at work and here at home. I’ve not run across this issue on my end. Any details you have with what you’re experiencing and things you’ve tried would be helpful to know.

Thank you!

Hi guys!

I would like to praise you guys for the magical work, the editor that was a pain to initialize in my 2014 MBP now starts in a matter of seconds and not only this, 32FPS on editor with Epic Settings, when the max. I got before was 12 or 15FPS and 20 at Low settings, amazing!

I could add materials, props, everything working faster than before! I just imagine the amount of work to get this result and here I leave my thank you and positive feedback, keep the amazing work!

Kind Regards!

Very nice guys :slight_smile: I guess I know what I’m doing now this weekend :smiley:

Wow, I spent the last 3.5 hours reading the release notes :wink:

It’s really a lot of stuff in there, but I have not yet tried it out.

I have a question about 2 points of the release notes:

[]
Added scale support for instance physics bodies inside instanced mesh components
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We can use physics on Instances inside of a ISMC? I did not know this. How to enable this? I always thought the only thing we can do with instances is adding them, give them a transform and removing them… I could really need physics on them in my game :cool:

[]
Add a new argument to instanced static mesh UpdateTransform method to prevent a render thread update
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What exactly does this mean? Do we get better performance with this? Is it usable from blueprint?

And I really like to see navmesh walking finally being inside 4.8 :smiley:

[= ;308446]
Hi ,

Depending on your specs it can take a while for the content to load in the first time. This is why we have a warning in the technical details for this content:

“The assets in this pack are designed for extremely high end systems. Load times of up to an hour are expected when opening the maps for the first time. Please have 4GB of free space on your Harddrive to accommodate the DerivedDataCache created by this content.”
[/]

Silly Question, but where did he get the Kite Demo level? I can’t find it.

Can someone please explain - Hierarchical Level-Of-Detail System a bit better for me?
I understand what it does, but not how it does, if that makes sense.
Is there anything we have to do, say in 3ds max (before importing) to get UE4 to automatically find and combine meshes?

[=;308494]
Silly Question, but where did he get the Kite Demo level? I can’t find it.
[/]

Its at “Marketplace -> Environments -> Open World Demo Collection”.

[=;308494]
Silly Question, but where did he get the Kite Demo level? I can’t find it.
[/]

The Kite Demo has not been released, but the some of the Kite Demo assets were released for free on the UE4 Marketplace a couple months ago.

I think this is a bug: I updated my game to 4.8 and now it crashes my graphics driver (nvidia 9800 gt) right after I open a level and start to move the camera.

I posted it on answerhub: Editor crashes right after loading level - Character & Animation - Unreal Engine Forums

I happened to notice a weird issue today. Nothing major but looking at my scene, I have a couple lens flare reflections. However when I mouse over the Content Browser, 1 of them disappears but only when I’ve mouse’d over the CB… weird. Still taking my time to go through a lot of stuff but so far nothing too killer. I did notice a ton of bugs w/ DFGI but I know that’s in a pretty early state.

To clarify on how to enable, am I correct by not only adding a Movable Sky Light but also a Moveable Directional Light (on top of r.DistanceFieldGI=1 in ConsoleVariables.ini and enabling Distance Field Generation)?

Can’t wait to get a couple terrains imported in from World Machine and test out all the new foliage features!!! :cool:

Awesome job to the dev and support team for making the release happen!

That never-ending changelog! Loving the QoL changes, but the addition of screen-space reflections on translucent materials is even better. Glass panes look so much better now.

My favorite new feature: TMaps as UPROPERTY!
Coming from a Python background I simply love maps :slight_smile:

[= ;308431]
Just installed 4.8 and surprised to see that different editors are not working. When opening materials from the content browser, only some will open the material editor, others simply do not, making it impossible to edit them. Same happens for other assets, such as particle systems. This is pretty scary since it’s a showstopper. How did something this obvious get passed QA?..

I like the new alt tab feature to jump between editor windows (been wanting this since I started using UE4 like 3 years ago) but I think it’s just completely broken. UE4 completely unuseable for me right now. Has anyone else come across this huge problem? I was expecting forums to be filled with posts about this.
[/]

I think based on the fact the forums are not flooded with these issues, that it is not a wide issue, as I am having no issues opening any of the editors, you will need to check your local configuration.

Hello. I’ve just ran the unreal launcher installer and it upgraded from the old version to the 2.2.0-2568893 version,but it does not want upgrade the unreal engine from 4.7.6 to 4.8. why ? what I should I do to get the new version ?

[= Ellis;308047]
Verifying can take a while, and sometimes appears to freeze. The timeframe depends on your system specs. I suggest giving it more time.
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For reference, I ran a stopwatch check, and install + verification step takes 1 minute and 52 seconds on an SSD installation, 32 GB RAM, i7 4790K @ 4.0 GHz.

Somehow, in 4.8 many static objects stop casting shadow. Anyone got the same issue?