Unreal Engine 4.9 Preview

Can somebody give me a list of laptops that are compatible with unreal engine 4.

This list would be too long :wink: You can use any laptop, it just needs to have good hardware and run Windows 64 bit.

I can’t even create a project based of TappyChicken with the 4.9 engine version?

[= ;354141]
I do not have a timeframe of when it will be fixed, however it is unlikely it will make it into 4.9.
[/]

If you really release the VR implementation in such a broken state once more, I am really done with this.

Originally I was thinking that this is the whole concept of stable binary versions directly from Epic. That you at least fix basic issues which were introduced in the preview of a new version before releasing them, knowing that they are broken.

I cannot do more than mess around with this preview versions and instantly reporting all issues I get. What’s the matter with them if you release it anyway in this state? If you would at least release a patch after release - but even that seems not possible.

At GamesCom I talked to the Epic guys about the current state of the VR integration, they told me that “VR is one of the top priorities for our CEO right know”. Yeah, sure.

Ok, I give up. I’ll switch to the Oculus Branch know, hope that they do their job better than you do with your ‘major’ releases regarding VR. Note: It’s not about making mistakes, I make a lot of them myself. It’s about not releasing fixes, even if they are working and letting hundreds of devs work with a broken implementation instead and then, after 2 months, introducing new killer bugs and not fixing them until release again.

What about Whiting’s post about better QA regarding VR? Does Epic have a QA process in place for VR? - XR Development - Epic Developer Community Forums

[=Whiting;331562]
We’re actually working on updating our QA process as we speak! It definitely hasn’t been perfect in the past, and we’re working to buff it up.
[/]

I was really, really hopeing that 4.9 actually fixes VR and not breaks it some more. And now I have to read, that Epic actually has no problems at all releasing 4.9 without the ability to detect if a HMD is actually active at all, I CAN’T BELIEVE IT.

PS: Yes, I am frustrated, and so would you after messing around for more than 8 months with this *mess *.

[=;354316]
Hey -
Oculus has its own for the Unreal Engine 4 and VR.
They should update it when it goes stable for 4.9
You just need to build it from source.

[/]

Yes, guess that this is really the only working way right now.

launcher opens and runs just fine on my new/full/clean windows10/64 install… don’t have an engine yet, but I will at 4.9 and will let you know…

keep up the good work guys… ns

I’m having a small annoying problem in Preview 3 where some input mappings are not been saved.
Repro:

  1. Start a new project
  2. Project Settings>Input
  3. Add two new action mappings: InputA, InputB
  4. Close the editor
  5. Open the editor

InputA will be saved, but InputB will now be named “NewActionMapping_1” etc.

It seems the last change isn’t being saved.

If the E key had been assigned to InputB above for example, when the editor was reopened the mapping would be called InputB correctly, but with no key value.

Everytime on the launcher when trying to open Preview 3, this happens:

opens up browser to file:///C:/Program (and that’s it)

Just in case that’s not known

[=;354542]
PS: Yes, I am frustrated, and so would you after messing around for more than 8 months with this *mess *.
[/]
Guess how you would feel if you would have been messing with this epic mess (UE4) from day one and were even willing to pay for the mess. I won’t even start to describe how I feel about this as each release breaks more than it fixes. Even a simple android game won’t work and takes them months to fix.

VR is pretty new tech for game usage so don’t expect them to fix/get it to work perfectly even this year. It’s like UE4 never left it’s alpha/pre-alpha stage and yet the dared to release it for free just to take on competition with some other engines that wen’t public.

[=;354542]
I was really, really hopeing that 4.9 actually fixes VR and not breaks it some more. And now I have to read, that Epic actually has no problems at all releasing 4.9 without the ability to detect if a HMD is actually active at all, I CAN’T BELIEVE IT.

PS: Yes, I am frustrated, and so would you after messing around for more than 8 months with this *mess *.
[/]

VR is still in an experimental state (I mean in general, not only in UE4). Why wasting resources in stuff when even it’s SDK is far away from being final?!

The folks at Epic should invest more resources in Direct3D12 as it has recently officially launched and we ALL will benefit from it, not just some geeks with superugly glasses. :wink:

[=;354542]
If you really release the VR implementation in such a broken state once more, I am really done with this.

Originally I was thinking that this is the whole concept of stable binary versions directly from Epic. That you at least fix basic issues which were introduced in the preview of a new version before releasing them, knowing that they are broken.

I cannot do more than mess around with this preview versions and instantly reporting all issues I get. What’s the matter with them if you release it anyway in this state? If you would at least release a patch after release - but even that seems not possible.

At GamesCom I talked to the Epic guys about the current state of the VR integration, they told me that “VR is one of the top priorities for our CEO right know”. Yeah, sure.

Ok, I give up. I’ll switch to the Oculus Branch know, hope that they do their job better than you do with your ‘major’ releases regarding VR. Note: It’s not about making mistakes, I make a lot of them myself. It’s about not releasing fixes, even if they are working and letting hundreds of devs work with a broken implementation instead and then, after 2 months, introducing new killer bugs and not fixing them until release again.

What about Whiting’s post about better QA regarding VR? Does Epic have a QA process in place for VR? - XR Development - Epic Developer Community Forums

I was really, really hopeing that 4.9 actually fixes VR and not breaks it some more. And now I have to read, that Epic actually has no problems at all releasing 4.9 without the ability to detect if a HMD is actually active at all, I CAN’T BELIEVE IT.

PS: Yes, I am frustrated, and so would you after messing around for more than 8 months with this *mess *.
[/]

While I can’t begin to understand your frustrations with this (as I have not tried out anything VR related), and while VR has yet to prove itself MORE then a passing fad (due to the actual setup costs of playing a VR game), I am sure that Epic knows what’s best for their engine. It’s all about what the market wants and what the market can bring them (via royalties, etc).

I do wonder what the actual percentage of VR users are in comparison to non-VR users for UE4 (dev/gamers), maybe that’ll put some things into perspective.

Keep doing what you’re doing Epic, you guys are doing an amazing job so far.

[=VictorAsukaKai;354991]
While I can’t begin to understand your frustrations with this (as I have not tried out anything VR related), and while VR has yet to prove itself MORE then a passing fad (due to the actual setup costs of playing a VR game), I am sure that Epic knows what’s best for their engine. It’s all about what the market wants and what the market can bring them (via royalties, etc).

I do wonder what the actual percentage of VR users are in comparison to non-VR users for UE4 (dev/gamers), maybe that’ll put some things into perspective.

Keep doing what you’re doing Epic, you guys are doing an amazing job so far.
[/]

Personally I doubt VR is but a passing fad. Heavily in development still? Of course. There’s a whole lot of things they have to work on. I used to own a Oculus Rift DK2, and while I didn’t have the to fiddle around with it in UE4 before I sold it, the experience was rather amazing.

I have a feeling that VR will definitely be the way to go as for racing games, in particular racing simulators. The experience was phenomenal, even in a low-budget game. I wish I had kept it to use in Project CARS.

The rest of your statement is spot-on, however. :slight_smile:

Edit:

Oh and I also get the same issue as you where it opens a web-page. Do you also experience issues with playing sounds in the content browser?

Oh yeah, let’s start another discussion about VR will be the next big thing or an epic failure (nothing in-between, of course). My position is fairly simple: Epic tells the people that the engine is ‘ready for VR’ and this people are trying to create VR projects with it. So it would be nice, if at least the basic stuff (like actually working camera controls) and detecting if a HMD is active would work as expected in the major releases.

I am not even talking about performance optimizations or VR project settings, just the basics.

Oh, and I am pretty sure that DX12 integration isn’t currently postponed because all that stuff about ‘ugly VR glasses’…

Will the Purchase Recovery Node be included in 4.9? (For iAPs)

Thanks Epic for the awesome UE4 :slight_smile:

Thanks for the ability to grab class defaults. This is essential for my project.

Howdy,

Android black screen problem on Galaxy S4 here. Tested with AndroidWorks R1.

I made Answer Hub thread here with .

[=;355297]
Oh yeah, let’s start another discussion wether VR will be the next big thing or an epic failure (nothing in-between, of course). My position is fairly simple: Epic tells the people that the engine is ‘ready for VR’ and this people are trying to create VR projects with it. So it would be nice, if at least the basic stuff (like actually working camera controls) and detecting if a HMD is active would work as expected in the major releases.

I am not even talking about performance optimizations or VR project settings, just the basics.

[/]

This! I’m trying to get stuff working with the Vive which is supposedly supported so it would be nice if stuff worked. Our project is entirely stalled at the moment waiting for UE to be ready to go.

The new ES2 movable point lights look promising. Unfortunately, there seems to be an issue with them in HTML5 builds. They work great in the ES2 preview mode in the editor, but when running in an actual browser they cause many shaders to fail to compile, which results in the scene looking completely black, or blank, or strangely corrupted. I’ve created a simple project that reproduces the issue in an HTML5 build on UE4.9 Preview 3:

.com/Quadtree/UE4HTML5PointLightIssue

Simply launch into HTML5 and you should see some geometry missing, with shader compiler errors in the log.

[=;355916]
Will the Purchase Recovery Node be included in 4.9? (For iAPs)

Thanks Epic for the awesome UE4 :slight_smile:
[/]

I saw it in preview 2 - havent tested if it works though

How can i get the 4.9 preview without compiling the source?