Originally posted by Themanwithideas
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Unreal Engine 4.15 Preview
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No luck getting the RawInput plugin working. Details in https://forums.unrealengine.com/show...t-Plugin-error
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Issues That Affect Me
FIXED in 4.15preview3 (Yay! Progress!)
unassigned - Crash - 4.15.0preview1 during "Open a copy" of a project on Mac
UE-39501 - tvOS package for distribution fails to find valid certificate and valid provision
unassigned - Valid Development Provision and Certificate ignored for tvOS
STILL BROKEN for 4.15preview3
UE-37428 - Certain BP class properties keep losing value (target 4.16)
UE-39294 - Menus don't update on Mac (backlogged)
UE-39464 - GetPlatform node returns "IOS" on tvOS (target 4.16)
UE-40545 - Uploading tvOS project: ERROR ITMS-90513 & ITMS-90471 aka tvOS "Missing Image Asset" (target 4.16, because tvOS still isn't supported yet)
UEDOC-4307 - Android Quickstart - Incorrect about Java Versions
unassigned - What is waking up my physics?
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Originally posted by diamond3 View PostCan't join LAN Session in 4.15. Session is being created, but clients can't join it. Launching 2 PIE clients works (of course, because they are starting already connected to each other).
Might be my own mistake, I'll mess with it more tomorrow.. Now 4.15 takes into account 'Public Connections' value for LAN sessions. I used to keep its value as '0' in 4.14.
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I tried vehicle plugin it looks like roll back to wrong CenterOfMass setup before 4.14, which means car moving like solid box once again. I mean in 4.14 you got :
"We’ve changed where tire forces are applied. Previously, tire forces were applied at the vehicle’s center of mass. We now apply force at the tire’s center of mass which makes it easier to achieve load sway in cars."
Now it looks like 4.13 again, maybe i'm wrong I'll do more tests. Cheers
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OK I figured out somehow that I must derived a BP car from cpp class, explicitly toggle the "deprecated spring offset mode" twice(check, uncheck), then it all works. If i use cpp vehicleAdv template directly in game, the car just stick with deprecated mode, and no way to change unless I hack engine/plugin, no ideal why. Maybe ue4 serialize function think the car is current version only after I do these? Anyway it won't stop me enjoy 4.15~~Last edited by takistudio; 02-07-2017, 06:50 AM.
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How does the Blend Space editor work now? I have a Blend Space in there but I can't move my mouse around the grid to see the results?
EDIT: I figured it out! You hold Shift while hovering over the blend space. Maybe make this more visible in the future please? Thanks Epic, keep up the good work!Last edited by KoldKam; 02-07-2017, 01:32 AM.
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Originally posted by Stephen Ellis View PostOur support team will look into it and follow-up on the Answerhub. Thanks
Anything being done on https://issues.unrealengine.com/issue/UE-36879 VOIP has been an issue for a few engine releases now it seems. I noticed Conan is having VOIP issues too!
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UPDATE!
We have just released Preview 4 for 4.15! Thank you for your continued help in testing the 4.15 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.
For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.
Cheers!
Fixed in Preview 4 - CL 3286799
Fixed! UE-41213 Persona - Scene Setup not working correctly
Fixed! UE-41389 Crash in Skeletal Editor due to null ActorFactory reference
Fixed! UE-41376 Pitch and LPF parameters updated incorrectly in audio mixer
Fixed! UE-41377 Audio device hot swap fails for extreme audio device ranges
Updated! UE-41450 PhysicsBall BP not updating location with Collision volumes
Fixed! UE-41497 Illegal Else Without Matching If
Fixed! UE-41474 Putty directory is missing from \Engine\Extras\ThirdPartyNotUE\ in binary builds from the Launcher
Fixed! UE-40740 Unable to escape from the truck in PlatformerGame
Fixed! UE-38060 Ribbon Trails are inconsistent in Content Examples
Fixed! UE-41353 MatineeFightScene too dark due to tonemapperfilm changes
Fixed! UE-41368 Subway Sequencer too dark due to tonemapper film changes in 4.15
Fixed! UE-41360 Incorrect camera starting position in PlatformerGame
Fixed! UE-41359 Crash in FTickFunction::RegisterTickFunction
Fixed! UE-41333 [CrashReport] UE4Editor_AssetRegistry!FAssetRegistry::GetSubClasses() [assetregistry.cpp:2803]
Fixed! UE-41339 Second Controller input not recognized on console
Fixed! UE-41298 iOS Device displays textures darker than in Editor
Fixed! UE-41498 PS4 differential patch size is abnormally large
Fixed! UE-41565 Movie playback not keeping texture filtering settings when switching contexts
Fixed! UE-40779 Crash occurs with PlatformMediaSource called in infinite loop
Fixed! UE-40063 Crash when a material with a texture parameter is deleted when it has instances with static permutations
Fixed! UE-41283 Engine Scalability view distance settings are not being reflected accurately in the viewport
Fixed! UE-41380 Clicking reimport on a skeletal mesh crashes the editor - UE4Editor_Engine!USkeleton::GetSmartNameContainer() [skeleton.cpp:1410]
Fixed! UE-41496 QAGame Controller Loses Focus on Edge of Viewport
Fixed! UE-41113 Widgets can no longer take focus after clicking somewhere other than the widget itself
Fixed! UE-41495 Crash setting actor rotation via details panel in VR editor
REMEMBER: Please report any new bugs you find by following the How To Report a Bug GuideLast edited by Stephen Ellis; 02-07-2017, 12:46 PM.Stephen Ellis | Senior Engine Coordinator
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Originally posted by Stephen Ellis View PostUPDATE!
Fixed in Preview 4 - CL 3286799
Fixed! UE-41450 PhysicsBall BP not updating location with Collision volumes
Anyone can check you changed in the repo first comment all and wrong https://github.com/EpicGames/UnrealE...f5e41b638d59fe
and later you guys come back and remove the comment https://github.com/EpicGames/UnrealE...459e8c80b8834c
at the end you have the same code of the start and you guys just commented the LOG Warning, mmm sorry ?
So the log says anymore there is not problem, marked as fixed ?
And is not the first time I see this, at this point idk if is a communication problem or is other kind of problem...
Correct me if I'm wrong but is all the changes I see, a commented LOG warning and marked as fixed in public.Last edited by Hevedy; 02-07-2017, 12:02 PM.Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
Hevedy - Image Tools: https://hevedy.itch.io/imagetools
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Originally posted by Hevedy View PostSo the log says anymore there is not problem, marked as fixed ?
And is not the first time I see this, at this point idk if is a communication problem or is other kind of problem...
Correct me if I'm wrong but is all the changes I see, a commented LOG warning and marked as fixed in public.
The failure in having it listed as "Fixed" is, as you say, a communication one. The above list comes from a data export of updated tickets from JIRA. Unfortunately JIRA doesn't have a concept of "partial fixes", so these get included. Ideally it would be nice to review each code change to verify that an actual fix was made before being added to the list, unfortunately that is not feasible for us when we have some updates as large as this one.
We provide as much information around updates as we can, but that can lead to cases like this. However with the combination of our public JIRA site and access to Github, we have tried to empower our users to access the information that is important to them.
CheersStephen Ellis | Senior Engine Coordinator
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Originally posted by Hevedy View PostPhysics problems added in the 4.14 keep there just awesome
https://answers.unrealengine.com/que...es-broken.html
Now are even worst and this is not even the vehicles code... the only physics part here is the chasis is really sad UE4 can't handle 2 cubes colliding...
https://www.youtube.com/watch?v=2XANPekrCiI
Similar glitch.
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Regarding issue UE-41065
Originally posted by John Alcatraz View PostYeah, that can't just be "by design" since it breaks all current content. If it is by design, then at least every material needs a checkbox where you can check if you want this new behavior where an emissive blue is getting purple and later white, but that checkbox should be disabled by default for every material that was created before 4.15.
But it is an issue because of how it works, you can no longer get the look you had before. It is impossible now to get any saturated color that's causing a lot of bloom. For that it has to be multiplied by ~20, but once you do that with any color its just something like white. So you can't have a strong glowing blue or red material now, they will no longer be blue or red.
So the issue is not only that you would have to redo all your materials, but also that its impossible to get the look you got before.Last edited by necspenecmetu; 02-07-2017, 06:30 PM.
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Originally posted by necspenecmetu View PostSo has anybody managed to get the old look (a nice saturated color glow with bloom) back? The recommended r.TonemapperFilm 0 is not doing it for me - any other values I have to tweak? I can't imagine that it is an intended change to make nice glowing materials impossible...Last edited by StrangerGwenn; 02-07-2017, 06:39 PM.
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