.3 crash on startup on iOs. iOS crash on startup - Mobile - Epic Developer Community Forums
Well, I do not want to be a bean counter, but that makes me feel like a frog in water that’s slowly getter hotter and hotter especially when looking at the past of UE4 versioning
Like movable skylight’s that suddenly act up in 4.11 ( post by maximum-dev)…
Sequencer - the almost mythical tool - all of us is waiting for it
Is this Steamworks API Leaderboards going to be fixed in ?
How to use Steam Leaderboards from BP? - Platform & Builds - Epic Developer Community Forums and https://lordihean/2016/04/21/ue4-tutorial-resolving-steam-leaderboards/ ?
Havent done everything in yet, but so far loving the Sequencer. For an After lover and old time cut scene designer, its what I have always wanted to have around!
I am having a bit of hard time with the camera settings though. Its somehow very confusing to know when the settings have been saved and when not. Not sure if I am doing something wrong or is it bugging. 50% of the times I go to the main sequencer from the individual shot, the camera settings reset, and 50% of the time they dont… Tried keying even if I dont want to have animations and everything.
Also, I wonder if it would be possible to have a 2.35 CinemaScope as a one of the default prefixed film settings? And perhaps a wide 2.5 as well, as that is the default max of UE4 cameras, thus having that could be convenient.
Now I might be asking too much and for something thats not doable, but any chances of having a post processing track on the main sequencer timeline, which could allow you to control post processing settings of the whole scene without applying those manually shot by shot? For example setting vingette intensity, grain, saturation, gamma, etc. for the whole scenes look could would be suberbly time saving this way.
Thanks for the tool nevertheless!
Does anyone have any idea on how to animate material parameters in Sequencer? I can’t find anything close to Matinee allowing to do that.
Hello,
I have custom code that renders a mesh based off:
“Engine/Plugins/Runtime/CustomMeshComponent/Source/CustomMeshComponent/Classes/CustomMeshComponent.h”
In 4.11 I can apply normal maps just fine and things look correct.
In the preview, the normal maps are no longer rendered properly. ( the mesh is rendered without normal maps even though a normal map has been applied to it)
What am I missing here? Is there anything I need to do to make it work with normal maps again.
Are the normals getting passed through correctly in preview?
Thanks
can you guys make easy and simple snap object by vertex until now its annoying and its really bad compared to unity.
there is some way but still not that simple.
Loving sequencer. Doesn’t seem to be saving the disabled state of audio tracks though. Always re-enabled when opening the project…
In sequencer I can’t seem to re-order my tracks…this should be a no brainer…
Sequencer: the ability to do fades and crossfades on audio files would be nice…
On the board, it says that addressed issues with normals on morph targets. https://.com/c/CWjeubrr
However, I’m testing with Preview 3 and I’m still seeing normal issues on morphtargets. I’ve tried importing the mesh normals every different way, but haven’t seen a change when the morph is applied. When applying the morph in Maya, I’m not seeing the issues.
Mobile HDR with Gear VR still not working - bug report created for P3: Mobile HDR on Gear VR does not work: S7 & S6 - XR Development - Epic Developer Community Forums
This was a bug that I accidentally introduced. The next preview build will have this fixed. You should not have to do any work to your CustomMeshComponent in the next preview.
-Z
Any news on the Protostar release to the ? that would be super cool
UPDATE!
We have just released Preview 4 for ! 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 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.
We are planning to have another Preview after this, before the final release.
Cheers!
Important Known
For deployment to additional platforms such as Android, iOS, HTML5, Linux, and TVOS you must have the optional “Editor symbols for debugging” installed. This is available via the Launcher by selecting “Options” on the .0 Engine slot. This is a transitional phase to new functionality, and the workflow will be improved in upcoming releases.
Fixed in Preview 4 - CL 2978217
Fixed! UE-30690 Behavior tree serialization is creating duplicates of task services on every save
Fixed! UE-30693 Server logging regressed
Fixed! UE-30763 Make details panel favorites experimental
Fixed! UE-30417 SetWorldOrigin in console command crashes editor
Fixed! UE-30515 Debris particles constantly firing in ending sequence of Infiltrator Demo
Fixed! UE-30606 Crash adding Begin Play to Character blueprint after breaking links
Fixed! UE-30663 Crash transforming cloth bone unweighted at current LOD in persona
Fixed! UE-30157 If variables are connected to pins of Layered blend per bone, the all variables’ value are recognized as the last pin’s value.
Fixed! UE-30588 Curves loaded from DDC do not always work on additive animations
Fixed! UE-30563 Memory leak in active sound on world teardown due to async traces
Fixed! UE-30539 Preferred audio device settings not overriding default audio device settings
Fixed! UE-30142 Landscape3 in ContentExamples Landscape crashes when using erosion tool
Fixed! UE-30429 Odd collision in VehicleGame track results in Buggy driving above the landscape
Fixed! UE-30462 Landscape grass placement changed
Fixed! UE-30372 Unusual Rendering on SunTemple with iPhone6+ Metal
Fixed! UE-30739 [CrashReport] UE4Editor-OpenGLDrv.dylib!FPlatformOpenGLContext::VerifyCurrentContext()
Fixed! UE-30775 Fix checkin error for InputDevice version checking
Fixed! UE-30767 Add protection against calling unsupported InputDevice methods on devices with Android version before KitKat
Fixed! UE-30579 StrategyGame fails to launch on Firefox
Fixed! UE-30553 Multiple Launches required to get Project running on Firefox
Fixed! UE-30699 Correct SupportsVulkan check for Vulkan shader format
Fixed! UE-30034 Xbox One: Level assets are not rendering for several samples
Fixed! UE-29328 Linux SCW crash Assertion `!“Illegal formal parameter mode”’ failed.
Fixed! UE-30069 On one Retina MacBook Pro using re-opening UE4Editor after previously quitting it will cause a GPU hang on Nvidia requiring a force-reboot of the Mac
Fixed! UE-28411 Linux crash report folders are not placed in the Saved directory
Fixed! UE-30509 Crash running project examples in Standalone game on Mac
Fixed! UE-30498 Bad shadow flickering in Flying template
Fixed! UE-30469 tvOS Code fails to package if a space exists in directory name
Fixed! UE-30536 Large values of “Reflection Capture Resolution” cause extreme Graphical artifacting and degredation with no Warning to the User
Fixed! UE-30620 ContentExamples: Material_Properties level: Example 1.10 not enabled
Fixed! UE-30732 Crash opening QA-Sequencer - UE4Editor_Engine!FStaticMeshVertexBuffer::Init()
Fixed! UE-29556 Normal maps do not render on BSPs
Fixed! UE-30389 GPU Driver crash when setting reflection capture resolution to unreasonably high values
Fixed! UE-30341 [CrashReport] UE4Editor_Engine!FReflectionTextureCubeResource::InitRHI() [reflectioncapturecomponent.cpp:703]
Fixed! UE-30286 Player loses all input when unplugging the controller while in ShooterGame
Fixed! UE-30671 Opening Level Blueprint Produces Error (Third Person Blueprint Project)
Fixed! UE-30567 Misspelling in Parallax Occlusion Mapping level of Content Examples
Fixed! UE-30446 Paper2D map is missing from Windows Content Examples in Binary
Fixed! UE-30287 Launch on iOS from windows fails for Match3 project obtained through launcher
Fixed! UE-30740 [CrashReport] UE4Editor_Sequencer!FSequencerTrackNode::GetDisplayName() [sequencertracknode.cpp:264]
Fixed! UE-30688 Crash adding a second animation to UMG on Mac
Fixed! UE-30656 Camera is not set to the characters camera when sequence is over
Fixed! UE-30680 tracks (camera cuts, fade, play rate, etc) should appear before folder nodes
Fixed! UE-30654 Packaged sequence does not autoplay
Fixed! UE-30666 Crash undoing UMG widget added to an animation
Fixed! UE-30529 Scroll bar does not have fixed width in Sequencer
Fixed! UE-30577 Multiple Transform track on Camera created from Add Sequence
Fixed! UE-30676 Crash using assign actor in sequencer on Mac
Fixed! UE-30490 [CrashReport] UE4Editor_SteamVR!FSteamVRHMD::D3D11Bridge::UpdateViewport()
REMEMBER: Please report any new bugs you find to the UE4 Answerhub
Lots of fixes, Great work as always! I’m looking forward to release =)
Yes, awesome indeed.
Is there any way to squeeze these into : Blueprint nodes for sound volume, battery charge level values and system temp on Android - Feedback & Requests - Epic Developer Community Forums
UE Preview 4
Launcher version
Code-based project
Blank template
It shows when I try to package project for iOS on Mac. If I click “Yes” nothing happened…
While not a show-stopper, the drag-and-drop bug has returned. This has been in ALL of the preview builds so far (not updated to P4 yet though)