Originally posted by AtsK
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Unreal Engine 4.20 Preview
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Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
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Originally posted by FromUnity2Unreal View PostHey guys, i'm still a bit new to Unreal and Python... but I have been playing with their native Python. Can anyone help me get the selected asset from the content browser via Python? I thought this one would do the trick, but I get an error:
unreal.GlobalEditorUtilityBase.get_selected_assets()
The error is :
TypeError: descriptor 'get_selected_assets' of 'GlobalEditorUtilityBase' object needs an argument
What type of argument would I need to write to get it to check what I have selected?
Thanks ahead of time, guys
You could try this (untested), which is gross, but I don't know if there's another way to get the Content Browser selection right now.
Code:@unreal.uclass() class MyEditorUtility(unreal.GlobalEditorUtilityBase): pass editor_util = MyEditorUtility() editor_util.get_selected_assets()
Last edited by Jamie Dale; 06-28-2018, 07:16 PM.
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Originally posted by Jamie Dale View Post
That's an abstract class and is likely designed for Blutilites rather than Python (it looks like you'd need to derive from it as it's a non-static function so it's expecting a "self" argument).
You could try this (untested), which is gross, but I don't know if there's another way to get the Content Browser selection right now.
Code:@unreal.uclass() class MyEditorUtility(unreal.GlobalEditorUtilityBase): pass editor_util = MyEditorUtility() editor_util.get_selected_assets()
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Originally posted by AtsK View PostGetting very strange 13-16ms frame time jumps in PIE or pure game mode (game launched separately) even on fresh empty projects, I have tracked it down to "UI Drawing Time" (this is not Slate/Editor UI) function in the game thread. Any idea how to fix the issue, the root cause of the bug?
Also I have a feeling this is not the same issue as people are having over in the other post below as I have had no issues at all with 4.19, is that the same for you too Atsk?: https://forums.unrealengine.com/unre...ups-constantly
Blueprint Assist Plugin: Mouse free blueprint creation and quality of life features
Auto Size Comments Plugin (FREE): Auto resizing comment boxes
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I'm running into the following error when I try to run a packaged build made with preview 4:
Code:Assertion failed: !GEventDrivenLoaderEnabled [File:D:\Build\++Shared\Sync\Engine\Source\Runtime\Core\Private\Internationalization\TextHistory.cpp] [Line: 1276]
I'd like to make an official bug report for this but I have no idea where to even start working on a repro case so if anyone has any suggestions/guidance I'd love to hear it. Thanks.
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Originally posted by VictorBurgos View PostPlease have as many previews as you need to fix all the bugs! Awesome job so far though!Outer Planet Studios
http://outerplanet.webflow.io/
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Originally posted by Amanda.Bott View PostUPDATE!
We have just released Preview 4 for 4.20! Thank you for your continued help in testing the 4.20 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.
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Fixed! UE-54455 MR Calibration: When calibrating with Vive, alignment models don't show up
REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide
https://youtu.be/y6R0FGrAyXU?t=3611
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Originally posted by kgamble View PostI'm running into the following error when I try to run a packaged build made with preview 4:
Code:Assertion failed: !GEventDrivenLoaderEnabled [File:D:\Build\++Shared\Sync\Engine\Source\Runtime\Core\Private\Internationalization\TextHistory.cpp] [Line: 1276]
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- Visual Studio 2017. UE4 will now use the Visual Studio 2017 compiler, and generate project files for Visual Studio 2017 by default. We’ve also added support for the Windows 10 SDK.
Code:std:optional
Code:fatal error C1189: #error: class template optional is only available with C++17
EDIT: So I realized I can probably pass the flag in via the TargetRules' AdditionalCompilerArguments field, but this requires a Unique build environment. When I set the build environment to 'Unique' like so (but make NO other changes);
Code:BuildEnvironment = TargetBuildEnvironment.Unique;
Code:1>UnrealBuildTool : error : System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\_Development\Repositories\rtg\UE4\rtg_client\Intermediate\Build\Win64\rtg_clientEditor\Development\Launch\Launch.precompiled'. 1> at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) 1> at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) 1> at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) 1> at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost) 1> at System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost) 1> at Tools.DotNETCommon.JsonObject.Read(FileReference File) in D:\Build\++Shared\Sync\Saved\CsTools\Engine\Source\Programs\DotNETCommon\DotNETUtilities\JsonObject.cs:line 50 1> at UnrealBuildTool.PrecompiledManifest.Read(FileReference Location) in D:\Build\++Shared\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\PrecompiledManifest.cs:line 37 1> at UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++Shared\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModuleCPP.cs:line 425 1> at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++Shared\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 593 1> at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, List`1 SharedPCHs, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph) in D:\Build\++Shared\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 196 1> at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, CPPHeaders Headers, List`1 OutputItems, List`1 UObjectModules, ISourceFileWorkingSet WorkingSet, ActionGraph ActionGraph, EHotReload HotReload, Boolean bIsAssemblingBuild) in D:\Build\++Shared\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2323 1> at UnrealBuildTool.UnrealBuildTool.RunUBT(BuildConfiguration BuildConfiguration, String[] Arguments, FileReference ProjectFile, Boolean bCatchExceptions) in D:\Build\++Shared\Sync\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 1480 1> (see ../Programs/UnrealBuildTool/Log.txt for full exception trace) 1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Program Files\Epic Games\UE_4.20\Engine\Build\BatchFiles\Build.bat" rtg_clientEditor Win64 DebugGame "C:\_Development\Repositories\rtg\UE4\rtg_client\rtg_client.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command. 1>Done building project "rtg_client.vcxproj" -- FAILED.
Last edited by HateDread; 07-01-2018, 12:32 AM.
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Originally posted by mebalzer View PostThe Mixed Reality Framework seems less complete than 4.18 with no actual calibration map or function. Also, in the 4.20 P1 version notes, you state that there is a list of compatible cameras, yet in searching I could not come up with one. In my own test, the Logitech C920 works, but my Magewel USB3 HDMI (GEN 1) does not. The MrcVideoSource function sees it and gives me the correct video input of 'YUV2,1920x1080 60 FPS' which I have been able to create an instance of M_MrcVideoProcessing and tweak it for my green-screen background, but as soon as I do a 'VR Preview' it switches to NV12 640x460 50fps and video freezes, but the rest of the VR experience works normally. There also seems to be an aspect error issue as well, that was not seen in the Logitech C920 video output.
So Epic, please make sure there is proper documentation for that!
Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Packaging plugins always fails with a warning about the Expat lib and then an error about the module's ".precompiled" file not being found in the host project. Actually, while checking if it was there, I found that not even the Development folder was created inside Intermediate. I don't know if the Expat warning and the precompiled error are related.
The warning and the error are always the same, for both Android and Win64 (of course the paths have platform variations). The project is set to use the VS2017 toolchain and VisualStudio version is 2017 15.7.4
This is the warning:
UATHelper: Package Plugin Task (Windows): C:\Program Files\Epic Games\UE_4.20\Engine\Source\ThirdParty\Expat\Expat.Build.cs: warning: Referenced directory 'C:\Program Files\Epic Games\UE_4.20\Engine\Source\ThirdParty\Expat\expat-2.2.0\Win64\VS2015\Release' does not exist.
And this is the error:
UATHelper: Package Plugin Task (Windows): ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path 'A:\Libraries\Documents\Dev\Unreal Projects\EditorToolsDev1\Package\VillaniBlutilityExt\HostProject\Plugins\VillaniBlutilityExt\Intermediate\Build\Win64\UE4\Development\HISMActorExt\HISMActorExt.precompiled'.Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
Unreal products: Dynamic Picture Frames, Neo Kinect
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Originally posted by RVillani View PostPackaging plugins always fails
Stand-alone mocap app for Vive Trackers: vrmocapstudio.com
Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
And random stuff at Youtube
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Originally posted by YuriNK View PostFreelancer Game Dev Generalist and Unreal Consultant | Portfolio
Unreal products: Dynamic Picture Frames, Neo Kinect
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