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    Originally posted by Gigakaiser View Post
    This is a great update. Now that MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY are configurable, is it somehow safe to send large byte arrays (20mb +) via rpcs?
    Found it - the max array memory is still capped at 64*1024

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      Originally posted by iamjustagamer75 View Post
      not really, that was the one I was getting with all the 4.14 versions, that one seems to be gone now, this is something different. Next time it does it I will try to cap the screen, but I have been mashing the send and restart with each crash, so it should be showing up somewhere right?
      I've dug through the crash records and found the one that you are experiencing - https://issues.unrealengine.com/issue/UE-40824

      It's related to the one I posted previously. I suggest disabling real-time thumbnails if you haven't already.

      Cheers
      Stephen Ellis | Senior Engine Coordinator

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        Thanks I will give that a whirl!
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          Originally posted by ste1nar View Post
          Just noticed that all my "switch on enum" now display "new enumerator 0", "new enumerator 1" etc.
          This was a known issue from the previews that we could never repro internally, nor could anyone provide us with a broken case to debug. If you have a solid repro that you can share then please reply to that AnswerHub post.

          Comment


            Please help me Obiwan Kenobi, stuck on compile error.

            'HMODULE' is undefined
            'LoadLibraryW' is undefined

            I tried to include so many windows libraries i lost count, and every time it got me into more trouble. Anyone has a clue? :/

            The less amount of errors was by including winnt.h:
            winnt.h(147): fatal error C1189: #error: "No Target Architecture"

            But i should probably go with #include <windows.h>
            http://stackoverflow.com/questions/4...-visual-studio


            EDIT: looks like i have to #include "MinWindows.h" everywhere, it did the trick, moving on, i still have tons of bugs :3
            Last edited by MaximeDupart; 02-22-2017, 01:48 AM.
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              #include "AllowWindowsPlatformTypes.h"
              #include <windows.h>
              #include "HideWindowsPlatformTypes.h"
              Btw, you should not use windows headers to load a library; UE4 can do that without windows types.
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                Originally posted by ste1nar View Post
                Just noticed that all my "switch on enum" now display "new enumerator 0", "new enumerator 1" etc.
                Originally posted by Jamie Dale View Post
                This was a known issue from the previews that we could never repro internally, nor could anyone provide us with a broken case to debug. If you have a solid repro that you can share then please reply to that AnswerHub post.
                Héhé, I've just seen the commit Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names. #jira UE-42253 [CL 3316734 by Jamie Dale in 4.15 branch]

                The Jira issue UE-42253 is not available, though...

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                  Ok so I disabled realtime thumbnails, seems to of helped a lot, still getting random crashing though, nevertheless thanks for the help with the majority of them its at least "usable" now.
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                    For some reason it gives me an error when converting from 4.14 to 4.15 (source)

                    i:\Users\PF_2\Documents\Unreal Projects\Game -61 network ok\Game\Source\GameServer.Target.cs(29,47) : error CS0117: 'UnrealBuildTool.UnrealBuildTool' does not contain a definition for 'GetServerPlatforms'
                    .. if I disable these lines it works, but it used to work fine in 4.14

                    public override bool GetSupportedPlatforms(ref List<UnrealTargetPlatform> OutPlatforms)
                    {
                    // It is valid for only server platforms
                    return UnrealBuildTool.UnrealBuildTool.GetServerPlatforms(ref OutPlatforms, false);
                    }
                    ---
                    Last edited by Namesis; 02-22-2017, 07:38 PM.

                    Comment


                      I take back when I said, there are a huge many of headaches that continue with the engine, but I understand the scope and with the awesomeness and complexity things get tough. Keep up the great work, it keeps getting better and better!
                      Last edited by Messiah_of_Savants; 05-02-2017, 06:09 PM.

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                        Originally posted by Messiah_of_Savants View Post
                        SIGH................................ More problems with converting projects to the new version, like ALWAYS. You guys REALLY, REALLY, REALLY, need to get this straightened out before you keep adding new **** all the time. This is ridiculous that every other release you have to basically recreate the whole project and spend a whole day trying to get your project working again. Seriously, why not just fix the issue??????????????????????? I don't understand........... it has been years and years and years now.........
                        If "recreate the whole project" only takes you "a whole day", then it isn't too bad, right? One day of work for getting thousands of bugfixes and new features is quite a good deal I think.

                        Apart from that, if you see issues you should report the issue you are seeing, because usually you don't have to recreate anything when updating the engine.
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                          Originally posted by Messiah_of_Savants View Post
                          SIGH................................ More problems with converting projects to the new version, like ALWAYS. You guys REALLY, REALLY, REALLY, need to get this straightened out before you keep adding new **** all the time. This is ridiculous that every other release you have to basically recreate the whole project and spend a whole day trying to get your project working again. Seriously, why not just fix the issue??????????????????????? I don't understand........... it has been years and years and years now.........
                          my man. software development isn't a one size fits all kind of approach as I am sure you understand. Literally infinite configurations of projects you are asking them to cover here. For the MOST part upgrades are a relatively simple process that require minor work. If you can recreate your entire project in one day I think you should focus on building out your project instead of upgrading engine versions. In addition your post doesn't help them solve your problem since you are not providing logs, specifics of what is wrong, or repo steps.
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                            Needs hotfix!

                            Would be great if more people could upvote the issue with broken lightmap shareing (causing memory death, forever-build times and visual issues)

                            https://issues.unrealengine.com/issue/UE-42196
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                              Vector Ints need to expand in the Details panels cause Epic added it as some kind of struct, that is a terrible bad design idea, need to expand to see all the vars in the panels...

                              Please add the next version a new Int vector
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                                Originally posted by Hevedy View Post
                                Vector Ints need to expand in the Details panels cause Epic added it as some kind of struct, that is a terrible bad design idea, need to expand to see all the vars in the panels...

                                Please add the next version a new Int vector
                                Might want to make it as a bug report on AH.

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