Unreal Engine 4.9 Preview

[=;360777]
That would be a great idea, it’d be nice to see an updated version of the Shooter Game focusing more on Blueprints than C++.
[/]

Well, some time ago they said they want to do an update for the ShooterGame and replace the Slate code with UMG. Since the screenshot shows a somewhat updated UI, this might be it. However, this means more Blueprints (UMG) and less C++ (Slate) :wink:

[= Ellis;342676]

  • Core Updates:

  • Runtime Asset Cache is a generic asset cache system that can be used to persistently store data generated during runtime in configurable asset buckets

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Can someone describe this feature? Or point-out to some documentation (if it already exists)?

Thanks!
D.

[=TooManyfps;360214]
The issue list is three time longer than the update list on the first page :slight_smile:

edit: I just counted…it is actually 5 times longer…in preview #4

no update for me :smiley:
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That is the list of issues that have been fixed, not outstanding issues (talking aboutforums.unrealengine.com/showthread.php?78220-Unreal-Engine-4-9-Preview&p=358187&viewfull=1#post358187).

Cheers,
Noland

One of my favorite features of 4.9 is the ability to use reflection captures in a totally dynamic lighting setup and not just the skylight reflection. Looks so much better now!

Are plugins working with content only project in 4.9 :smiley:

[=The_Distiller;361488]
One of my favorite features of 4.9 is the ability to use reflection captures in a totally dynamic lighting setup and not just the skylight reflection. Looks so much better now!
[/]

Do you have some before/after screenshots that you can provide?

Every preview hoping that issue UE-17458 is fixed, but unfortunately its not. Here is hoping that it will be fixed for the actual release of 4.9.

[=;361541]
Do you have some before/after screenshots that you can provide?
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I am trying to find that feature in 4.9 but I can’t seem to find it…

@: Here is a comparison:

Can you tell me here that feature is found? In the light properties?

EDIT: Oh wait, you mean reflection capture actors? What, they didn’t work with dynamic lights before?

Engine crashes when I attempt to copy a texture sample from one material editor to another.


Unknown exception - code 00000001 (first/second  not available)

"Assertion failed: TextureReferenceIndex != INDEX_NONE [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\HLSLMaterialTranslator.h

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Engine!FHLSLMaterialTranslator::Texture() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:2717]
UE4Editor_Engine!FHLSLMaterialTranslator::CallExpression() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:1386]
UE4Editor_Engine!FExpressionInput::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:63]
UE4Editor_Engine!UMaterialExpressionFunctionInput::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialexpressions.cpp:7563]
UE4Editor_Engine!FHLSLMaterialTranslator::CallExpression() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:1386]
UE4Editor_Engine!FExpressionInput::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:63]
UE4Editor_Engine!UMaterialExpressionTextureSample::Compile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialexpressions.cpp:1314]
UE4Editor_MaterialEditor!FMatExpressionPreview::CompilePropertyAndSetMaterialProperty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:143]
UE4Editor_Engine!FHLSLMaterialTranslator::Translate() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\hlslmaterialtranslator.h:277]
UE4Editor_Engine!FMaterial::BeginCompileShaderMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1434]
UE4Editor_Engine!FMaterial::CacheShaders() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1377]
UE4Editor_Engine!FMaterial::CacheShaders() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1289]
UE4Editor_MaterialEditor!FMaterialEditor::GetExpressionPreview() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3705]
UE4Editor_MaterialEditor!FMaterialEditor::RefreshExpressionPreviews() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3650]
UE4Editor_MaterialEditor!FMaterialEditor::UpdateMaterialAfterGraphChange() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3459]
UE4Editor_MaterialEditor!FMaterialEditor::PasteNodesHere() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3409]
UE4Editor_MaterialEditor!FMaterialEditor::PasteNodes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\materialeditor\private\materialeditor.cpp:3306]
UE4Editor_MaterialEditor!TBaseSPMethodDelegateInstance<0,FMaterialEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_MaterialEditor!TBaseSPMethodDelegateInstance<0,FMaterialEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:206]
UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:150]
UE4Editor_GraphEditor!SGraphEditorImpl::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\grapheditor\private\sgrapheditorimpl.cpp:66]
UE4Editor_Slate!<lambda_4f604f87f3ce3f5c3b6a1447676ad634>::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3913]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_4f604f87f3ce3f5c3b6a1447676ad634> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_4f604f87f3ce3f5c3b6a1447676ad634>,FKeyEvent>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:196]
UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3914]
UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3836]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1259]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1708]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2376]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

[=;361939]

EDIT: Oh wait, you mean reflection capture actors? What, they didn’t work with dynamic lights before?
[/]

Yes, exactly!

[=The_Distiller;361997]
Yes, exactly!
[/]

I actually just tested this in 4.8 and it seems to be working… I’d be mighty interested to know what’s changed here.

Hmm, so reflection capture actors work for you in 4.8 when you restart the editor after unchecking “allow static lighting” and checking “generate mesh distance fields” in the project settings? Without having reflection capture actors in the scene, hence adding them after the restart.

[=The_Distiller;362016]
Hmm, so reflection capture actors work for you in 4.8 when you restart the editor after unchecking “allow static lighting” and checking “generate mesh distance fields” in the project settings? Without having reflection capture actors in the scene, hence adding them after the restart.
[/]

You’re correct, once I disabled static lighting and enabled distance fields they don’t work pre-4.9.

All UMG animations can’t work in UE4.9!
It seems that the module named movieSceneCore was renamed to movieScene. Maybe it’s necessary, But, that had a tremendous impact to our project. Because there were so many UI animations in our project. And now , all can’t work now!

Please see here:

[=The_Distiller;361799]
@: Here is a comparison:

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Looking good :slight_smile: Thx for the screens!

Did they fix the bug yet where you can’t align to planar?

I noticed a UI bug in the Blueprint editor. I was editing the collision settings for a sphere component and I noticed the blue ? help icon doesn’t scale well when moving the separator to the left. My words are failing me right now, so here’s a screenshot to help :stuck_out_tongue:

http://puu.sh/jLTex.png

I was really hoping for a direct export to Cardboard in this build. For all the VR devs out there it seems like that would be an easy and big win for the Unreal Team to get into the next sprint. Just a friendly suggestion. Thanks!