Unreal Engine 4.9 Released!

[= ;368596]
Hi ,

I can’t seem to find answerhub post for this one so we can address it fully. Can you post a link to thread so we can get one of our technicians on it? Have you run a fix up redirectors on your content browser to see if it clears these warnings?
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I have not created one for it. Let me do it now.

[= ;368596]
Hi ,

I can’t seem to find answerhub post for this one so we can address it fully. Can you post a link to thread so we can get one of our technicians on it? Have you run a fix up redirectors on your content browser to see if it clears these warnings?
[/]

Same here, running fixup crashed editor :slight_smile:

I’m loving approach of many new improvements this release over primarily new features, which brings with it bugs :smiley:

[=Demolition Man;368533]
Any idea when we might get an updated Substance Plugin to go with 4.9 engine? My project now says it’s got to have it installed even though my project doesn’t use it. I suspect that since I had plugin installed under 4.8 engine that all my 4.8 engine projects will ask for it even though they don’t use it.
[/]

It should be coming soon. In meantime, you’ll want to disable Plugin in your project before creating copy for 4.9.

some have said that is 4.9 released today is that right?

[= ;368596]
Hi ,

I can’t seem to find answerhub post for this one so we can address it fully. Can you post a link to thread so we can get one of our technicians on it? Have you run a fix up redirectors on your content browser to see if it clears these warnings?
[/]

I’m getting same issue, answer hub link

[=koola;368406]
A lot of great stuffs … BUT … “Improved Temporal AA quality using bicubic filtering” … well … no :frowning:

http://tof.canardpc.com/preview/b14f77d1-799d-41b4-9681-cae1c1359d23.jpg
[/]

Hey koola, I asked BrianK about this and what you’re probably seeing is dithered quantization to remove banding when we switched temporal history buffer to 11:11:10 from FP16. It wasn’t intended to be noticeable. It’s on his list :slight_smile:

Is Unreal Engine 4.9 now with Windows 10 compatible?

Every time I save my map I get:

"This map is using externally referenced packages which won’t be found when in a game and all references will be broken. Perform a map check for more details.

Would you like to continue?"

[]
“Hey koola, I asked BrianK about this and what you’re probably seeing is dithered quantization to remove banding when we switched temporal history buffer to 11:11:10 from FP16. It wasn’t intended to be noticeable. It’s on his list”
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Phew! Otherwise update looks awesome :stuck_out_tongue:

[=jonimake;368639]
Every time I save my map I get:

"This map is using externally referenced packages which won’t be found when in a game and all references will be broken. Perform a map check for more details.

Would you like to continue?"
[/]

Just wanted to say same It worked without any problems in 4.8, but now I get same message you mentioned and this opens after map is loaded:

http://puu.sh/jVj8d/a065cbd404.png

I get this for all maps I have.

Hey Got a question -

Has this issue been fixed regaurding cooker and parent / Child classes

just wow oO :smiley: still tooked a while to get an small overview. looking forward to documentation stuff.

You have deprecated ClearTimer node, but you have not deprecated SetTimer node:

http://puu.sh/jVjzC/94c0372fc1.png

That’s inconsistent!

new Collision setting in SpawnActor does not work same way as old one, I have a node which was set to “SpawnEvenIfColliding=false” but actor still spawned because it was not colliding in 4.8, now in 4.9 actor does not spawn.

[=;368651]
You have deprecated ClearTimer node, but you have not deprecated SetTimer node:

http://puu.sh/jVjzC/94c0372fc1.png

That’s inconsistent!
[/]

Hey,

There are now two Set Timer nodes, and Clear and Pause nodes have been changed as well:

49Timers.png

Set Timer nodes (two options for that, now) have a return value that you can save as a variable, use that variable in Clear or Pause nodes.

Thanks , but there were always 2 timer nodes. But why can I set a timer by name but not end it by name?

One other thing, I thought it would be possible in 4.9 to get default object of a BP so that I don’t need to spawn it just to access stuff like it’s bounds etc. I can find new get defaults of class, but there I can’t get properties of components.

So it seems IsHeadMountedDisplayEnabled node doesn’t seem to care whether it actually is enabled or not. Even when not playing in VR it still thinks it’s enabled. Could be because of Oculus SDK 0.7 I have installed? Hadn’t noticed anything out of ordinary in 4.8 though.

[=;368659]
new Collision setting in SpawnActor does not work same way as old one, I have a node which was set to “SpawnEvenIfColliding=false” but actor still spawned because it was not colliding in 4.8, now in 4.9 actor does not spawn.
[/]

This was updated for 4.9, but I’m not sure I understand your post. Are you saying actor isn’t spawning even though it isn’t colliding? I think by default, node in 4.9 should be set to “Try To Adjust Location, Don’t Spawn If Still Colliding” if it was set to false in 4.8. Are you getting something different?

[=;368647]
Hey Got a question -

Has this issue been fixed regaurding cooker and parent / Child classes

[/]

Hi ,

This was reported 19 hours ago and has not had time to be reproduced or addressed by technicians. While it is possible that something in 4.9 has fixed this error, it is not highly likely. answerhub post has already been assigned to a technician. If there has been no response within 4 days after most recent post, please feel free to bump thread once.