Amazing, good work :D!!
Can someone clarify what “Rev Oculus SDK to 0.7 / 0.6.18” means?
Particularly the Rev. I have yet to update my Oculus runtime to 0.7 (still working on 0.6), because i’ve heard UE4.9 wasn’t yet fully compatible. Am I wrong? Would it be wise to update to 4.9.1 and runtime 0.7? Any performance gains?
With 4.9.1, we have updated the Oculus runtimes to 0.7.0 (Desktop) and 0.6.1 (Mobile)
Thank you thank you thank you for this quick fix Epic. Downloading now to check it out
Didn’t tried 4.9.1 yet, but let me thank you by 4.9.
- UMG looks a lot more responsive.
- A “LOT” from my Log warnings gone away, I just still with a boring one when using CreateDynamicMaterialInstance( ) with some skeletalmeshes dunno if is caused by the parentmesh from the component having more materials because Cloth or 2Sided Mats. But nothing serious.
- Did you changed the dynamic shadows? Could be just me, but they looks a lot more defined!
Please post this to the answerhub in the bug reports section so we can assist you more in depth. You can find a link to the bug reports section in my signature.
thanks, will do so.
4.9.1 Works! (pretty much)
thanks for all the work Epic people
quick test game in this build and it only crashed once
I’m trying to update 4.9 to 4.9.1, but it’s saying it wants 15gb for the update?
Is this an update or a complete version install?
this keeps popping up in 4.9.1
didn’t think nothing of it when created a standard template First Person Shooter but got it again after re-opening the project. (no changes were made & didn’t even save it) but project works n plays normal tho’ :eek:
Error /Game/FirstPersonBP/Maps/FirstPersonExampleMap : Failed import for SkeletalMeshComponent /Game/FirstPersonBP/Blueprints/FirstPersonCharacter.FirstPersonCharacter_C:SkeletalMesh_GEN_VARIABLE
““UE-18482 Various engine materials fail to compile due to too many texture coordinate sets in use””
When does this get fixed?
This has already been fixed internally. I do not have an exact timeframe of when the fix will be implemented but it should make it into a future release.
Thanks a lot! Looking forward to it in 4.9.2!
Then we are able to use the same material setup we used back in 4.8 without any errors. Thank you!
Epic are being very quiet at the moment regarding updates.
I haven’t moved to 4.9 yet as there were initially a reported issue when moving from the TADP to its replacement. Is it worth moving to 4.9 or holding out for a 4.10 preview within the next couple of weeks?
Could you guys tell me what key is used to re-center your view when in VR demo mode? Right now my camera is way off and the standard “R” key is not mapped for unreal.
Could you please confirm that no 4.9.2 is forecasted?
If yes, could you please make sure that this major issue is included:
I’m so surprised that Translucent material in UMG have been seen as a issue during testing. Now, I’m stuck with a UI that is not rendering properly so some important information are not here.
We are a team a 10 person not in the same office, compiling from github is not a “option”.
thanks for your help,
Hi Elvince & all,
We are currently preparing a 4.9.2 that we intend to release later this week. It will include a fix for UE-20792 (DrawMaterial() Function not Rendering Translucent Material to HUD), as well as about 20 other fixes for major bugs and crashes. Some of the other important fixes included are for issues such as: crashing when undoing in blueprints, child blueprint classes unable to change values for inherited variables, Chinese language users crashing when changing the language settings, the inability to submit to the Apple store for iOS9, and more. Full details will be made available with the release of the hotfix.
Thanks for the update & support. It’s an excellent news.
Has the Morpheus plugin been removed? I no longer see it as a selectable plugin, whereas it was for me in 4.8.3?