I'm getting "...: Can't find file for asset. /Script/EnvironmentQueryEditor" and my EQS queries are (logically) just Data Assets, but the EQSTester and BT tasks seem to work, and the EQS is out of the plugins list completely. Is it considered not experimental anymore, but the Query Editor got lost somewhere?
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Unreal Engine 4.20 Released!
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Originally posted by DamirH View Post
Edit - And of course this:New: Added a new type of Gameplay Tag called Restricted Gameplay Tag. At runtime, it behaves exactly the same as normal Gameplay Tags, but in the editor, it allows for more control of higher level tags while still leaving flexibility for more specific tags. Restricted gameplay tags are intended for larger projects that want to be able to enforce a high level hierarchy on their tags while still allowing full control and flexibility over lower levels of the tag structure.
I didn't really understant the purpose of this? Could you elaborate?
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Originally posted by SteveElbows View PostIs it my eyes or did you forget to mention Volume Texture Asset support in the release notes?
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Hello, I tested the new node "Read Render Target Pixel" but it is very slow, it is possible that the node use too much access to the render target, it might be good to make another node that uses an array in input and output, this would allow to make a single access to the render target and to work only a variable without making several call.
Proposal of a new node: "Read render target pixel array"
input:
- Render Target 2D
- 2D array int
output
- array color RGBA
Single render target access, and single conversion to 2D texture.
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Originally posted by kamrann View PostJust want to confirm, is it intentional that all plugins must now specify full relative include paths for headers of modules in PublicDependencyModuleNames? From reading the changelist it seems this was done internally for engine modules, but it wasn't mentioned that plugins will need to be updated.
I encountered this during the previews as well and asked ahead of time; This is intended. To avoid needing to use the full path, you can use the following format for your includes:
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
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Originally posted by Naifu View Post-New: Curve Atlases in Materials
Does anyone else have a problem with "Curve Atlas Row Parameter" that is used in a material function that is used in another material function which is finally used in a material? Opening such material crashes the editor for me.
Thanks!
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Passing arrays from server to client through multicast events does not work in 4.20. I've submitted a bug report.Advanced Turn Based Tile Toolkit (Marketplace - Support)
Dungeon Crawler Toolkit (Marketplace - Support)
Discord
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Originally posted by mdeni View PostEngine crashed at startup
Code:Access violation - code c0000005 (first/second chance not available) UE4Editor_Engine!USkyLightComponent::UpdateSkyCaptureContentsArray() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skylightcomponent.cpp:564] UE4Editor_Engine!USkyLightComponent::UpdateSkyCaptureContents() [d:\build\++ue4\sync\engine\source\runtime\engine\private\components\skylightcomponent.cpp:632] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1619] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3495] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283] kernel32 ntdll
Thank you for reporting this issue. If you are able to reproduce this, please visit the link below for more details and report the issue using the new Bug Submission Form. Providing as much information as you can will help expedite the issue.
https://epicsupport.force.com/unrealengine/s/
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Originally posted by Matthew J View Post
Hello Kamrann,
I encountered this during the previews as well and asked ahead of time; This is intended. To avoid needing to use the full path, you can use the following format for your includes:
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
Code:#include "Widgets/Text/TextBlock.h"
Code:#include "TextBlock.h"
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