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    Originally posted by Luos View Post
    Ive been crossing my fingers for last few days going:

    Please cascade be stable, please cascade be stable, please cascade be stable.
    because I havent moved from my comfy stable 4.11.. out of fear..
    I know the feeling. The next time I find a version as stable as 4.10 was for me, I'm going to stick with it as long as I can.

    Which won't be all that long, because I'm a compulsive upgrader. ;-)

    Comment


      Anyone else have issues compiling their plugins after 4.15p2?

      Comment


        Originally posted by Mootjuh View Post
        Anyone else have issues compiling their plugins after 4.15p2?
        Everytime I see one of your posts, I can't help but think you are having a lighting problem!

        Comment


          Originally posted by Mootjuh View Post
          Anyone else have issues compiling their plugins after 4.15p2?
          Yes, I got some cryptic errors along the lines of:
          cannot convert argument 1 from 'TArray<TPair<FName,uint8>,FDefaultAllocator>' to 'TArray<TPair<FName,int64>,FDefaultAllocator> &

          Deleting intermediate and forcing rebuild fixed it for me though.

          Comment


            editor crashes during loading:

            https://answers.unrealengine.com/que...g-loading.html

            Comment


              Went to see my friend and check the VR Editor with Vive for the first time. I can't wait the whole thing going to be implemented there. Building VR experience would be VR experience itself, proper wrapping Good work!

              Comment


                apologies for being too lazy to put them all up on the bug thing on answerhub, but its 3:20 am.
                Bed.



                additionally:
                On ctrl + b browser pops up auto-selecting the material/emitter/etc you where working in.
                An editor option to disable this and just pop up with last selected in content browser would make my workflow much better.

                Selecting constant curve in cascade’s distribution created a collapsed empty version, workflow would dictate it to be open. (could save me a few hundred if not more clicks a day)
                (seems semi-random, or I dont see the logic)

                Comment


                  Originally posted by Luos View Post
                  apologies for being too lazy to put them all up on the bug thing on answerhub, but its 3:20 am.
                  Bed.
                  I just wonder why you need an explanation for what "Round" does?
                  Easy to use UMG Mini Map on the UE4 Marketplace.
                  Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                  Comment


                    Originally posted by John Alcatraz View Post
                    I just wonder why you need an explanation for what "Round" does?
                    Up or Down? Does it split the edge case of 0.5? Or is it always up or down?

                    That is a simple, one line thing to put in docs, and does, actually, matter.

                    Now, sure, I can test it myself, but then, why document most stuff, right?

                    Comment


                      ios umg texture displays reddish:

                      https://answers.unrealengine.com/que...s-reddish.html

                      Comment


                        Originally posted by Joviex View Post
                        Up or Down? Does it split the edge case of 0.5? Or is it always up or down?

                        That is a simple, one line thing to put in docs, and does, actually, matter.

                        Now, sure, I can test it myself, but then, why document most stuff, right?
                        Totally agree, after years of programming and working with so many APIs I noticed that in general developers have the same view on how things are implemented, but there are always some small details...

                        Comment


                          That's disappointing


                          https://answers.unrealengine.com/que...et-data-t.html
                          Last edited by BartlomiejMaczka; 01-26-2017, 04:28 AM.

                          Comment


                            Originally posted by Mootjuh View Post
                            Anyone else have issues compiling their plugins after 4.15p2?
                            Originally posted by moookiexl View Post
                            Yes, I got some cryptic errors along the lines of:
                            cannot convert argument 1 from 'TArray<TPair<FName,uint8>,FDefaultAllocator>' to 'TArray<TPair<FName,int64>,FDefaultAllocator> &

                            Deleting intermediate and forcing rebuild fixed it for me though.
                            Yes, with new include model of the Engine (include only what you need) you have to add some more explicit headers (instead of generic ones like Engine.h or Slate.h) in your plugin source files...

                            Also an Engine plugin follow different rules than a Game Project plugin, which could be a big pain (still have to find a 'portable' way to do it, or will have to raise an issue)
                            Last edited by SRombauts; 01-26-2017, 03:51 AM.
                            [Gamedev programmer at Darewise (Paris) - We are hiring]
                            UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
                            UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

                            Comment


                              hm..weird .. In my system, There is no impressive build time reduction. it's almost same. .

                              Rebuild with DebugGame Editor configuration takes 22minutes.

                              I7 6900K, 16gb, mx200 512gb.

                              Comment


                                Originally posted by John Alcatraz View Post
                                I just wonder why you need an explanation for what "Round" does?

                                Because every node in the material editor should be documented.
                                It doesn't matter if I know what it does, It matters that everyone who doesn't know what it does learns what it does.

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