In 4.8, I’m sometimes getting an error from emscripten/python while compiling for html. This is especially happening when I create a new project.
Moving to emscripten folder and running “emcc --clear-cache” and “embuilder.py build struct_info” solves the problem.
If I’m correct, emcc is integrated to 4.9 (there is no SDK settings in project settings). Am I correct?
How will 4.9 behave if cache or struct_info has a problem? Will it be possible to handle this?
Now I want to execute a function named “DoStuff” once after 1 second. How? Before I just typed “DoStuff” in the text field of the set timer node. But how do I get a delegate from the function now? Events have delegate pins, but not functions. And even with events, if I want to start a timer for a event from a function, how do I get the delegate from the event?
Another thing, if I try to start my game in standalone in 4.9, I get this:
What has changed in 4.9 so that I get this now?
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Hey!
You create a custom event named xxxx. You bind that custom event to the timer with the red square and then you call that custom event from somewhere when you want your timer to start. I wanted to post a picture you help you even more but it doesn’t let me.
For your second problem just move the project folder to a different location (like the desktop) Load and the errors will be hopefully gone.
Does anyone know what is causing this and what i must do to cure it? This is the first time i see it.
LogActor:Warning: GameSession /Game/Maps/UEDPIE_0_SpartanPersistantLevel.SpartanPersistantLevel:PersistentLevel.GameSession_8 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
LogActor:Warning: GameNetworkManager /Game/Maps/UEDPIE_0_SpartanPersistantLevel.SpartanPersistantLevel:PersistentLevel.GameNetworkManager_8 has natively added scene component(s), but none of them were set as the actor’s RootComponent - picking one arbitrarily
Now I want to execute a function named “DoStuff” once after 1 second. How? Before I just typed “DoStuff” in the text field of the set timer node. But how do I get a delegate from the function now? Events have delegate pins, but not functions. And even with events, if I want to start a timer for a event from a function, how do I get the delegate from the event?
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… and how to call a delegate which is on another graph (it’s simply not possible to connect pins then…)? I then would need something like a ‘delegateTo’-node from which I could juse to call the target event or function…
Please keep in mind that this is a preview, it is not the full release of 4.9. There may be things that have not yet been implemented in this build, so keep an eye out for future preview releases for additional information!
[=acallado]
Oculus VR preview still broken… sigh
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[=;343796]
That’s a joke, right? Seriously, IS THIS A JOKE?
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[=;343531]
It works for me. Are you on OVR SDK 0.6.1?
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According to the comment from posted earlier in this thread, the VR Preview is working as expected. If you test it out and find that you encounter a problem, please post the details as soon as possible to the AnswerHub.
Can we expect the feature that was talked about that would allow us to use different meshes for different “ages” of foliage types, in the final 4.9 release? Please can I get an answer on this, it keeps getting ignored when asked.
Now I want to execute a function named “DoStuff” once after 1 second. How? Before I just typed “DoStuff” in the text field of the set timer node. But how do I get a delegate from the function now? Events have delegate pins, but not functions. And even with events, if I want to start a timer for a event from a function, how do I get the delegate from the event?
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The Set Time by Delegate has existed for awhile, but in 4.9 we are making it The Way ™ as it is both more performant and less fragile.
You can create a delegate pointer by name by connecting a Create Event node to the delegate (as you can see in the screenshot for clarity we labeled it as Event instead of Delegate which should be in a later preview release) and object that you need and then picking the function to use.
There are still some polish aspects to Create Event that will make it a bit easier to use (primarily making the Object default to self rather than needing to connect a node in) which will hopefully be in 4.9, but that is not guaranteed.
[=;343833]
Can we expect the feature that was talked about that would allow us to use different meshes for different “ages” of foliage types, in the final 4.9 release? Please can I get an answer on this, it keeps getting ignored when asked.
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I have posted in the answerhub a month ago a few questions regarding “memory leaks” with 4.9 when i try to package my game and in general PIE usage. With 16GB of RAM (in my system) the editor was taking about 11-12 GB after about an hour of usage and that resulted in crashes especially when i tried to package my game since that added another few gigs on top of the other. I decided to upgrade to 32GB (for a paper2d project! ) but unfortunatelly nothing changed.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.07.29-20.16.21:757] 0]LogMemory:Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.07.29-20.16.21:758] 0]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.07.29-20.16.22:242] 0]LogWindows: === Critical error: ===
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 77]
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: Ran out of memory allocating 1335811760 bytes with alignment 0
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd:
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.07.29-20.16.22:463] 0]LogExit: Executing StaticShutdownAfterError
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.07.29-20.16.22:634] 0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2973) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.07.29-20.16.22:637] 0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2973) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.07.29-20.16.22:639] 0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2973) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.07.29-20.16.22:640] 0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2973) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2015.07.29-20.16.22:642] 0]LogWindows: FPlatformMisc::RequestExit(1)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 4200,9320855s to run UE4Editor-Cmd.exe, ExitCode=3
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: Cook failed.
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): at BuildCookRun.ExecuteBuild()
MainFrameActions: Packaging (Windows (64-bit)): at BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Automation.Process(String] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for C:\UE4\Spartan 4.9 Preview 1\Spartan.uproject; see log C:\\AppData\Roaming\Unreal Engine\AutomationTool\\C+Program+Files+Epic+Games+4.9\Cook-2015.07.29-23.16.22.txt
MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: at AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
MainFrameActions: Packaging (Windows (64-bit)): at AutomationTool.CommandUtils.CookCommandlet(String ProjectName, String UE4Exe, String] Maps, String] Dirs, String InternationalizationPreset, String] Cultures, String TargetPlatform, String Parameters)
MainFrameActions: Packaging (Windows (64-bit)): at Project.Cook(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Cook Failure.
Does that log indicate a memory leak? Is it normal to run out of 32GB of RAM for a sprite based project? There is definitely something wrong there…
[=NickDarnell;343371]
I suspect the function name will end up being, GetTheLastGeometryForTheWidgetYesIAcceptAllResponsibilityAndAmAwareOfThePandorasBoxIAmAboutToOpenIGotThisBro()
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Still trying to ge an answer to this - trello said that 4.9 has experimental VS2015 support. Does this still hold true or was that pushed back for 4.10?