Unreal Engine 4.9 Preview

[=somawheels;357424]
How can i get the 4.9 preview without compiling the source?
[/]

It is downloadable through the Epic Games Launcher, just like the previous releases. Click the plus button next to Engines in you Vault tab, and select 4.9 Preview 3 as the Engine. Then click install.

is there any guestimate when 4.9 itself will be released…

[=northstar;357461]
is there any guestimate when 4.9 itself will be released…
[/]

I’d say very likely within the next 2 weeks give or take depending on how many high priority bugs they come across with the community while testing the Preview builds. It should hopefully be soon but Epic can take as much time as they need to make this a great release! :smiley:

[=;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.

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

[/]

Hey ,

Let’s be nice :slight_smile:

I wholeheartedly understand a bunch of your frustrations as I’ve dealt with a lot of the ups and downs ever since 4.0.0, and believe me, I’ve found some bugs that made me nearly rip out my hair but I held strong and worked closely with Epic Support as they genuinely wanted to do their best to support me and help me nail out any issue that ever comes up.

Of course I have also found issue that made me scratch my head as to why they still existed but again, staying on top of the keeping the Support Team informed got me past any major issue I’ve come across thusfar.

The primary title I’m working on is a heavily VR based title but since there is no support for DK2 yet in Win10, I haven’t been able to test a build or see if the Preview is broken for me as well. But if there are some issues broken with VR, let’s do our best and help Epic understand what is going down so this no longer holds you back buddy :smiley:

Okay, so VR Preview is broken for you, do you have any links to AnswerHub posts regarding this that you have previously posted? If not, let’s get one up there and reply back with the link. Epic will get a technician assigned and make sure when you receive any email of activity from that thread, make sure to get back to the awesome Epic staff and if you respond timely, they’ll be much quicker to reply back as it likely raises in their queue.

Another thing is the issue might actually not be Epic’s fault at all and could potentially be the graphics driver you currently have installed. (In the meantime, I’d try a couple different drivers and see if they yield different results). It can also help Epic QA the issue faster if you have those results beforehand.

The second Win10 support is live for DK2 + latest support for DK2 in UE4, I’ll be more than glad to do some testing and share my results if it helps resolve this issue for you.

But trust me, I’ve been in your shoes and I know it can get upsetting and make you feel as though Epic doesn’t care but trust me, they really do and honestly want to see the best for us. As developers, we should all understand that sometimes you can’t test every single permutation through QA and just the sheer size of the engine currently makes it even more difficult.

However, all of us that have dealt with some of the downsides to being early adopters, we are clearly still here for a reason! We love the Unreal Engine and want to see it evolve into something amazing! :smiley:

Let’s continue to do our best helping the amazing staff at Epic out because at the end of the day, for all of us to have this opportunity to have “full” access to the engine, which used to cost an amount of money that most of us wouldn’t be able to previously afford, they are doing an amazing service for everyone. They are also the 1 company out there with a Game Engine that supports and embraces their community more than any other company out there.

Hope everyone is having a great week and if I can help out in any way , let me know and I’d be glad to lend a hand. Take Care guys and have a great Monday!

[=MC ;357470]
I’d say very likely within the next 2 weeks give or take depending on how many high priority bugs they come across with the community while testing the Preview builds. It should hopefully be soon but Epic can take as much time as they need to make this a great release! :smiley:
[/]

it’s Monday??!!

yeah, it seems (outside of the known issues) that the bugs have slowed down to a trickle, and the launcher problems are almost a non-issue with it’s new release… I’ve waited 18months, so I suppose a couple more weeks won’t kill me… :slight_smile:

Anyone having problems casting out of UMGs to Actor BPs?

UPDATE!

We have just released Preview 4 for 4.9! Please view the Known Issues List on page 1 of this thread for the updated list of known issues.

Thank you for your continued help in testing the 4.9 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

Cheers!

Fixed in Preview 4 - CL 2657513

UE-19834 A change in main broke material post process blendable references
UE-19854 OBJ files fail to import
UE-19783 Updating Match3 project leads to guaranteed compile failure
UE-19536 Material nodes do not keep their connections when copied to another material
UE-19274 Crashes not being recorded in crash reporter for 4.9 on Windows 10
UE-19382 Crash when ending PIE if using dynamic materials in widgets
UE-20019 Input Bindings losing rename information after re-opening project
UE-19919 IOS doesn’t build against latest IOS 9 SDK
UE-19573 GearVR apps show rainbow screen on Adreno Galaxy Note 4 running Android 4.4.4
UE-19481 Crash when retargeting UE4_Mannequin_Skeleton to M_Avg_Base_AnimSkeleton
UE-19775 UMG Widget Blueprints don’t correctly reference dependencies
UE-19770 Hotreload of different modules fails when using makefiles
UE-19711 LaunchOn Android does not detect material changes
UE-19725 Reimporting/Duplicating assets does not update their source timestamps
UE-19878 MeshMerging tool produces broken normal maps
UE-19720 UBT Makefiles don’t work on the Mac
UE-18907 The unified cooker is listed as a supported platform
UE-19246 FBXImportAsset Data is lost on project restart when changing any Build Settings
UE-19497 Basic code project packaged for GearVR crashes on launch
UE-19491 Movies are not playing when launching using -game
UE-18660 Weapons are upside down in ShooterGame
UE-19336 Arrow turrets don’t fire in Strategy Game
UE-19387 Crash occurs closing the editor when Owen is open in Persona
UE-18951 Twin Stick Template BP - Player no longer collides with both cube meshes in the level
UE-19586 Cascade crash upon clicking scrollbar
UE-19416 “Failed to Import” message when trying to import Rolling Feature Pack
UE-19293 Unable to make rotators using the math expression node
UE-19849 Enum Variable doesn’t pull the correct Default Value
UE-18819 Packaging blueprint and code projects fails on Linux
UE-19887 Cross-Compiling for Linux-ARM fails to compile
UE-19912 Failed to auto import FBX
UE-19830 Compiling promoted binaries causes warnings
UE-19933 Linux Packaging failed to create directory
UE-19704 Attempting to summon the GearVR menu on Lollipop androids causes a crash
UE-19923 cannot locally compile physx on ps4
UE-18950 Assigning a Material with a SceneTexture Node to a Particle System Crash
UE-19978 ShooterGame sounds cut out on Mac
UE-19468 Morpheus does not render some shadows in the right eye
UE-19960 Morpheus frame timing issue
UE-19729 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_VariableGet::GetNodeTitle() [k2node_variableget.cpp:267]
UE-19637 Packaging HTML5 does not create a LaunchHelper for mac
UE-18611 Need to integrate D3D12 RHI
UE-17608 [CrashReport] Painting a layered material onto a landscape causes crash
UE-19836 Some iOS devices crash loading the Vehicle Template
UE-19824 Moderate SunTemple load time regressions on Android
UE-19785 Match3 is not updated for 4.9 after successful compilation
UE-19682 DLC fails to cook
UE-19508 Decals flicker while moving camera on
UE-18918 Mobile starter content has rendering corruption on Nexus 4 and Nexus 7 (2013 version)
UE-19718 Strategy Game - FPS regression on Samsung Galaxy S4 noticed a decrease in frame rate from 4.8 to 4.9
UE-19895 Sound Wave editor details are missing source asset file path info
UE-19893 Texture editor is missing Source Asset information in details window
UE-19703 Deployed code projects crash when closing
UE-19509 Modulated shadow performance very bad on Note 4 (N910K)
UE-19938 Deploying to device, changing MobileHDR and re-deploying gives shader compile error on device
UE-20040 Distribution builds on Android with AndroidWorks have debug symbols on libgnustl_shared.so
UE-19968 Crash in D3D11 resource creation due to a bogus viewport size in Cascade by way of HZB buffer build code
UE-20001 Editing Text from a virtual keyboard crashes on iOS
UE-19404 Misbehavior plugging lollipop android in to gearVR with project launched
UE-20024 SideScroller2D sample crashes when opening on an Iconia Tab
UE-20084 Leaderboard integer read always fails on Android
UE-19532 Fails when packaging for HTML5 using code projects

cool… i’ll admit I don’t know what half of those things are lol, but I do recognize UMG, which is where I will be starting…

funny, I had a dream a few nights ago of my first level, the intro level, where the hints and tips came in on the animated menu (like the inventory example)… I would go to the middle of an all white empty platform… pull a switch and over in the corner a new section would arise from the ground… go there and pull switch… etc etc until the level was complete (one would release the wolves)… then transport to the full color open world…

looks like you guys are real serious in getting the editor working with fewer errors and crashes (a few crashes now and then are no big deal… first rule, save save and save again :slight_smile: )… don’t know how you got this far without obj’s importing… great work guys

awaiting the day when I say 'this is the first day of the rest of my life… northstar

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

Hey

Could you please submit an AnswerHub post with additional information on what issues you’re having with ? Please include the error and include as much information so we can help you as quickly as possible.

Thanks!

Issue in SplineComponent::GetInputKeyAtDistanceAlongSpline

Hi Epic guys and girls,
I’ve really appreciated the refactoring of the USplineComponent but I think there’s an error in SplineComponent.cpp from line 75

float USplineComponent::GetInputKeyAtDistanceAlongSpline(float Distance) const
{
const int32 NumPoints = SplineInfo.Points.Num();

if (NumPoints < 2)
{
	return 0.0f;
}

const float TimeMultiplier = Duration / (NumPoints - 1.0f);
return SplineReparamTable.Eval(Distance, 0.0f) * TimeMultiplier;

}

I think should be:

float USplineComponent::GetInputKeyAtDistanceAlongSpline(float Distance) const
{
const int32 NumPoints = SplineInfo.Points.Num();
const int32 NumSegments = bClosedLoop ? NumPoints : NumPoints - 1;

if (NumPoints < 2)
{
	return 0.0f;
}

const float TimeMultiplier = Duration / **NumSegments**;
return SplineReparamTable.Eval(Distance, 0.0f) * TimeMultiplier;

}

like in rest of the code.

I notice the FSkeletalMeshMerge errors aren’t even listed on the known issues page. I submitted a pull request to fix it a while ago, and I heard Williams had notified people about it. Did I submit something wrong maybe, or is it a pull request for the wrong branch? .com/EpicGames/UnrealEngine/pull/1437

Heyhey :slight_smile:

Just try to update to the preview 4…
Are your servers choking?

[somehow i cant add any images to posts in this subforum, so no screenshot]

Im stuck now with 0 B/s for about 15 minutes. Sporadically, something is transmitted, but only 10 or 12 MByte.
The overal rate (for the first few GByte) was around 700KByte/s.

UE-19404 Misbehavior plugging lollipop android in to gearVR with project launched
UE-19703 Deployed code projects crash when closing
UE-19919 IOS doesn’t build against latest IOS 9 SDK
UE-19938 Deploying to device, changing MobileHDR and re-deploying gives shader compile error on device
UE-20019 Input Bindings losing rename information after re-opening project
UE-20024 SideScroller2D sample crashes when opening on an Iconia Tab
UE-20040 Distribution builds on Android with AndroidWorks have debug symbols on libgnustl_shared.so
UE-20084 Leaderboard integer read always fails on Android

Fixed in Preview 4 or Known Issues for 4.9 Preview 4.
Which is correct ?

[=Aabs Inc.;358385]
UE-19404 Misbehavior plugging lollipop android in to gearVR with project launched
UE-19703 Deployed code projects crash when closing
UE-19919 IOS doesn’t build against latest IOS 9 SDK
UE-19938 Deploying to device, changing MobileHDR and re-deploying gives shader compile error on device
UE-20019 Input Bindings losing rename information after re-opening project
UE-20024 SideScroller2D sample crashes when opening on an Iconia Tab
UE-20040 Distribution builds on Android with AndroidWorks have debug symbols on libgnustl_shared.so
UE-20084 Leaderboard integer read always fails on Android

Fixed in Preview 4 or Known Issues for 4.9 Preview 4.
Which is correct ?
[/]

The changelist above lists these as fixed for preview 4 not as known issues.

[=;358361]
Heyhey :slight_smile:

Just try to update to the preview 4…
Are your servers choking?

[somehow i cant add any images to posts in this subforum, so no screenshot]

Im stuck now with 0 B/s for about 15 minutes. Sporadically, something is transmitted, but only 10 or 12 MByte.
The overal rate (for the first few GByte) was around 700KByte/s.
[/]

I downloaded it fine, but it’s taking a LONG time to install. Over half an hour yet and it’s at about 80%

Question in 4.9…for BPIs, when calling interface messages, I am having to uncheck Context Sensitive. But prior to that, whenever the BPIs are implemented in the BP, I didn’t have to. But also, there’s two options, one with, one without the envelope…

Both say they are targeting the BPI correctly. Only difference other than the envelope in top right, is that Target. Regular one I am used to is blue while the other one without the envelope is off white and is self.

What’s up with that?

can you guys fix DX12 it’s still crashing and i want to work with it please

“A file access error has occurred. Please check your running processes.”

No antivirus blocking, and no Unreal Process running.

I have a small question, the mobile point light for mobile cast no shadows in ES2 or ES3.1, right ?

Hi, i don’t konw wehere to ask my question. I would like to know if there is a possibility to install the launcher and all the content of unreal engine on another disc than C: ?? if not, could add this option.
Thanks regards.