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  • replied
    Originally posted by Mike Fricker View Post
    Great feedback. Thank you. More bug fixes and improvements in this system will be in the next preview release, hopefully early next week. Some of the issues you mentioned are known and won't be able to be addressed for 4.7, but we'll keep working on it. Unlocking the ability to edit components on actors directly in the world has opened up a lot of new workflows and exposed some areas where we'll need to improve existing components, as well as continue to unify features that are available in the Blueprint Editor with the level editor.

    --Mike
    Excellent stuff Mike! Thank you very much for the team's efforts!.

    Tommy.

    Leave a comment:


  • replied
    Originally posted by TommyBear View Post
    Great work on the previews guys. I love the new blu-components and component editing in scene. Love the fact that a bunch of issues I had with the new component editing in scene and instances has been fixed.
    Great feedback. Thank you. More bug fixes and improvements in this system will be in the next preview release, hopefully early next week. Some of the issues you mentioned are known and won't be able to be addressed for 4.7, but we'll keep working on it. Unlocking the ability to edit components on actors directly in the world has opened up a lot of new workflows and exposed some areas where we'll need to improve existing components, as well as continue to unify features that are available in the Blueprint Editor with the level editor.

    --Mike

    Leave a comment:


  • replied
    Crash

    1) Created an actor component in C++ that has a UHierarchicalInstancedStaticMeshComponent sub-component.

    InstancedStaticMeshComponent = ObjectInitializer.CreateDefaultSubobject<UHierarchicalInstancedStaticMeshComponent>(this, TEXT("InstancedStaticMeshComponent"));
    InstancedStaticMeshComponent->AttachTo(RootComponent);

    2) Open editor, create BP with this as base class.

    3) Click the InstancedMeshComponent sub-component, set static mesh to Shape_Cube

    4) Click the + to add a new Instance

    BOOM!

    Code:
    MachineId:90CA70F64887740848F2EABB038CB415
    EpicAccountId:34ca8bfc5df04851b7360b2cce452f55
    
    Unknown exception - code 00000001 (first/second chance not available)
    
    Assertion failed: InComponent->InstanceReorderTable.Num() == InComponent->PerInstanceSMData.Num() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp] [Line: 599] 
    
    KERNELBASE + 24684 bytes
    UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
    UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
    UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
    UE4Editor_Engine!FHierarchicalStaticMeshSceneProxy::FHierarchicalStaticMeshSceneProxy() + 342 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:599]
    UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::CreateSceneProxy() + 133 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:1819]
    UE4Editor_Renderer!FScene::AddPrimitive() + 656 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\rendererscene.cpp:411]
    UE4Editor_Engine!UActorComponent::ExecuteRegisterEvents() + 228 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:924]
    UE4Editor_Engine!FComponentReregisterContextBase::ReRegister() + 350 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\public\componentreregistercontext.h:67]
    UE4Editor_Engine!UActorComponent::PostEditChangeProperty() + 100 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:483]
    UE4Editor_Engine!UPrimitiveComponent::PostEditChangeProperty() + 529 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:552]
    UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() + 211 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:289]
    UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() + 584 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\propertynode.cpp:1931]
    UE4Editor_PropertyEditor!FPropertyValueImpl::AddChild() + 1462 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:1103]
    UE4Editor_PropertyEditor!FPropertyHandleArray::AddItem() + 87 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2678]
    UE4Editor_PropertyEditor!FPropertyEditor::OnAddItem() + 231 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\presentation\propertyeditor\propertyeditor.cpp:201]
    UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,FPropertyEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() + 44 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
    UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,FPropertyEditor,0,void __cdecl(void)>::ExecuteIfSafe() + 54 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
    UE4Editor_PropertyEditor!SDetailsViewBase::Tick() + 795 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\propertyeditor\private\sdetailsviewbase.cpp:687]
    UE4Editor_SlateCore!SWidget::Paint() + 915 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:638]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_Slate!SSplitter::OnPaint() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\ssplitter.cpp:169]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_Slate!SBox::OnPaint() + 478 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\sbox.cpp:176]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_Slate!SBorder::OnPaint() + 792 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\sborder.cpp:101]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_Slate!SSplitter::OnPaint() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\ssplitter.cpp:169]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_Slate!SSplitter::OnPaint() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\ssplitter.cpp:169]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_Slate!SBorder::OnPaint() + 792 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\sborder.cpp:101]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_Slate!SSplitter::OnPaint() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\layout\ssplitter.cpp:169]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SPanel::PaintArrangedChildren() + 588 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:45]
    UE4Editor_SlateCore!SPanel::OnPaint() + 140 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\spanel.cpp:24]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SOverlay::OnPaint() + 565 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\soverlay.cpp:102]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SCompoundWidget::OnPaint() + 1153 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\scompoundwidget.cpp:30]
    UE4Editor_SlateCore!SWidget::Paint() + 1005 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swidget.cpp:639]
    UE4Editor_SlateCore!SWindow::PaintWindow() + 54 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slatecore\private\widgets\swindow.cpp:1660]
    UE4Editor_Slate!FSlateApplication::DrawWindowAndChildren() + 596 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:927]
    UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() + 1473 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1107]
    UE4Editor_Slate!FSlateApplication::Tick() + 2879 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1323]
    UE4Editor!FEngineLoop::Tick() + 4447 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2284]
    UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
    UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
    UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
    Last edited by DotCam; 02-14-2015, 08:43 PM. Reason: Compacting the error log into a Code block for easier viewing

    Leave a comment:


  • replied
    Had the same problem on some of my materials,mostly foliage mostly, and to fix it I changed the lighting model (to 2 sided foliage) and that fixed it. Did you try a basic material?

    Leave a comment:


  • replied
    I'm not sure whether this has already been reported but I converted a copy of my project (my ocean demo project) from 4.6.1 over to 4.7 - Preview 7 without any issue, load up the project everything looks and works as expected. But after I save & close the project and then re-open it again later everything in the scene is missing its material:
    https://drive.google.com/file/d/0B3u...ew?usp=sharing (didn't want to clutter this thread with large images)

    I can open up my Skydome or Ocean blueprints and both show up correctly with materials applied in the blueprint viewport. I have tried re-compiling the materials/blueprints, rebuilding the level (lighting is dynamic so no building lights), closing/re-opening, re-compiling the code, etc, but nothing changes. I can however take a backup of the map from one of the autosaves and place it into my maps folder, and then re-open the editor and everything is just fine. After saving and re-opening again I go back to the image shown above with no materials applied.

    Any ideas what could be causing this? Thanks!
    Attached Files

    Leave a comment:


  • replied
    Originally posted by hesham View Post
    Some PC VR and Gear VR related bugs on latest GitHub build:

    1) PC doesn't seem to capture mouse anymore, so if fullscreen the mouse is outside, and if I click in the screen to capture it doesn't really get captured
    2) Gear VR doesn't seem to render shadows on dynamic objects (eg: FPS starter template), when I set them to static the shadows get added as part of the lighting build
    3) Gear VR rendering the ground on the FPS template as highly reflective, the PC doesn't have that issue, I've set the lighting to static, all the cubes to static, turned on temporal AA, mobile HDR is off

    Otherwise looks good so far and reducing the dynamic objects and tuning texture sizes and so on has helped get performance to 60FPS on a simple enough test that I can build on.
    Also found one more:
    4) Gear VR rendering of UMG in 3D space showing the texture flipped on the vertical axis compared to the PC, also not sure how to interact with it yet but that's not a bug

    Leave a comment:


  • replied
    Originally posted by dmo9001 View Post
    I've run into a problem after upgrading from 4.7 preview2 to preview7, has anyone seen the error below when trying to "Cook Content for Windows". Is packaging broken for Windows in Preview 7?

    I get this error both with my own project and when I have created a new project using the First-Person shooter template:

    MainFrameActions: Cooking (Windows): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\dan\Documents\Unreal Projects\Test_Compile\Test_Compile.uproject
    MainFrameActions: Cooking (Windows): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Cooking (Windows): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Cooking (Windows): Program.Main: ERROR: Exception in mscorlib: Requested value 'WindowsNoEditor' was not found.
    MainFrameActions: Cooking (Windows): Stacktrace: at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
    MainFrameActions: Cooking (Windows): at System.Enum.Parse(Type enumType, Strin
    MainFrameActions: Cooking (Windows): g value, Boolean ignoreCase)
    MainFrameActions: Cooking (Windows): at AutomationTool.ProjectParams.SetupTargetPlatforms(Dictionary`2& DependentPlatformMap, CommandUtils Command, List`1 OverrideTargetPlatforms, List`1 DefaultTargetPlatforms, Boolean AllowPlatformParams, String[] PlatformParamNames)
    MainFrameActions: Cooking (Windows): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable`1 StageNonMonolithic, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String DLCName, Nullable`1 NewCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 Rocket, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String OverrideMinimumOS, Nullable`1 IterativeDeploy)
    MainFrameActions: Cooking (Windows): at BuildCookRun.SetupParams()
    MainFrameActions: Cooking (Windows): at BuildCookRun.ExecuteBuild()
    MainFrameActions: Cooking (Windows): at BuildCommand.Execute()
    MainFrameActions: Cooking (Windows): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Cooking (Windows): at AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Cooking (Windows): at AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Cooking (Windows): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
    MainFrameActions: Cooking (Windows): at AutomationTool.Program.Main()
    MainFrameActions: Cooking (Windows): Program.Main: ERROR: Requested value 'WindowsNoEditor' was not found.
    MainFrameActions: Cooking (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Cooking (Windows): Program.Main: AutomationTool exiting with ExitCode=1
    MainFrameActions: Cooking (Windows): Domain_ProcessExit
    MainFrameActions: Cooking (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Cooking (Windows): copying UAT log files...
    MainFrameActions: Cooking (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Cooking (Windows): BUILD FAILED
    Hmmm... no problem here. Are you using File | Package | Windows (64-bit), and are you on Windows 7, 8, 10? I'm on 8.1 and I just ran that successfully. You might have a issue with your mono installation perhaps.

    Tommy.

    Leave a comment:


  • replied
    Great work on the previews guys. I love the new blu-components and component editing in scene. Love the fact that a bunch of issues I had with the new component editing in scene and instances has been fixed. So my list now looks like this:

    - I can create an empty actor in scene (Awesome)
    - I can create a component in C++/blueprints and attach it to an actor in scene (Awesome)
    - Hot reload of C++ components causes crash in editor for me (Not good) (VS2014 - windows 8)
    - Once I have an actor I like, I can create a blueprint of that actor(Awesome)
    - I can place my blueprint around the scene and then alter one of the instances, for example, change the position of a child cube static mesh, for that one instance that is a little different from every other BP actor(Awesome)
    - I can then apply my changes to this one instance, to all other instances and update the original asset (Awesome)
    - I can modify one instance (change the location of a child cube to be slighting left) and another instance(change the location of a child cube to be to the right) and then change something that neither has modified from default and apply only that new change to all instances (non destructive for my per instance changes in scene) <---- AWESOME!!!
    - If I click on an instance with position changes in children and select "Reset instance to Changes to Blueprint default", nothing happens and changes are not reverted back to default (Not good)
    - I can't delete a child in an instance (in scene), I can only do this in the blueprint editor (Not great)
    - If I add a spline component to an actor, I can't edit it in the scene. (Not good)

    I think it would be awesome to take an instance I just modified and have the option to create a NEW blueprint from that instance too. Effectively creating a new blueprint, breaking that instance from the original and replacing it with the new blueprint asset instance.

    Thanks guys and great work

    Tommy.
    Last edited by TommyBear; 02-14-2015, 08:20 AM.

    Leave a comment:


  • replied
    Originally posted by Majority View Post
    In the version 4.7 preview 7 I cannot make the day and night cycle working, the light rotates but the sun stays in place
    I have follow several tutorials(https://www.youtube.com/watch?v=fgvsAdJHX1E), none of the methods are working on UE 4.7 preview7.
    This was reported earlier today. I took a look and it's fixed in our latest build of 4.7. Unfortunately, it's broken with p7. This should be resolved with the next release.

    Thanks for taking the time to report though. It's always appreciated!

    Leave a comment:


  • replied
    In the version 4.7 preview 7 I cannot make the day and night cycle working, the light rotates but the sun stays in place
    I have follow several tutorials(https://www.youtube.com/watch?v=fgvsAdJHX1E), none of the methods are working on UE 4.7 preview7.

    Leave a comment:


  • replied
    I've run into a problem after upgrading from 4.7 preview2 to preview7, has anyone seen the error below when trying to "Cook Content for Windows". Is packaging broken for Windows in Preview 7?

    I get this error both with my own project and when I have created a new project using the First-Person shooter template:

    MainFrameActions: Cooking (Windows): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\dan\Documents\Unreal Projects\Test_Compile\Test_Compile.uproject
    MainFrameActions: Cooking (Windows): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Cooking (Windows): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Cooking (Windows): Program.Main: ERROR: Exception in mscorlib: Requested value 'WindowsNoEditor' was not found.
    MainFrameActions: Cooking (Windows): Stacktrace: at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
    MainFrameActions: Cooking (Windows): at System.Enum.Parse(Type enumType, Strin
    MainFrameActions: Cooking (Windows): g value, Boolean ignoreCase)
    MainFrameActions: Cooking (Windows): at AutomationTool.ProjectParams.SetupTargetPlatforms(Dictionary`2& DependentPlatformMap, CommandUtils Command, List`1 OverrideTargetPlatforms, List`1 DefaultTargetPlatforms, Boolean AllowPlatformParams, String[] PlatformParamNames)
    MainFrameActions: Cooking (Windows): at AutomationTool.ProjectParams..ctor(String RawProjectPath, CommandUtils Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, Nullable`1 StageNonMonolithic, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 DirectoriesToCook, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, Nullable`1 Build, Nullable`1 Cook, String CookFlavor, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 UseDebugParamForEditorExe, Nullable`1 IterativeCooking, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, String AdditionalCookerOptions, String BasedOnReleaseVersion, String CreateReleaseVersion, String DLCName, Nullable`1 NewCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 NoXGE, Nullable`1 Package, Nullable`1 Pak, Nullable`1 Prereqs, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 Rocket, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, ParamList`1 ProgramTargets, Nullable`1 Distribution, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String OverrideMinimumOS, Nullable`1 IterativeDeploy)
    MainFrameActions: Cooking (Windows): at BuildCookRun.SetupParams()
    MainFrameActions: Cooking (Windows): at BuildCookRun.ExecuteBuild()
    MainFrameActions: Cooking (Windows): at BuildCommand.Execute()
    MainFrameActions: Cooking (Windows): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Cooking (Windows): at AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Cooking (Windows): at AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Cooking (Windows): at AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
    MainFrameActions: Cooking (Windows): at AutomationTool.Program.Main()
    MainFrameActions: Cooking (Windows): Program.Main: ERROR: Requested value 'WindowsNoEditor' was not found.
    MainFrameActions: Cooking (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Cooking (Windows): Program.Main: AutomationTool exiting with ExitCode=1
    MainFrameActions: Cooking (Windows): Domain_ProcessExit
    MainFrameActions: Cooking (Windows): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Cooking (Windows): copying UAT log files...
    MainFrameActions: Cooking (Windows): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Cooking (Windows): BUILD FAILED

    Leave a comment:


  • replied
    Some PC VR and Gear VR related bugs on latest GitHub build:

    1) FIXED: PC doesn't seem to capture mouse anymore, so if fullscreen the mouse is outside, and if I click in the screen to capture it doesn't really get captured. Turns out that is because project has "use mouse to emulate touch" enabled, not a bug
    2) Gear VR doesn't seem to render shadows on dynamic objects (eg: FPS starter template), when I set them to static the shadows get added as part of the lighting build
    3) Gear VR rendering the ground on the FPS template as highly reflective, the PC doesn't have that issue, I've set the lighting to static, all the cubes to static, turned on temporal AA, mobile HDR is off

    Otherwise looks good so far and reducing the dynamic objects and tuning texture sizes and so on has helped get performance to 60FPS on a simple enough test that I can build on.
    Last edited by druidsbane; 02-20-2015, 08:46 AM. Reason: first item was misconfiguration

    Leave a comment:


  • replied
    Originally posted by hesham View Post
    Sadly the latest build from GitHub on the Gear VR causes it to launch Oculus Home rather than my app.
    For the Gear VR users out there, JJ helped solve this offline. I had deleted the assets directory when I was clearing out the Build folder for testing out a clean rebuild from GitHub. For future reference the osig files for each of your phones that you generate on the Oculus site should be in the Engine\Build\Android\Java\assets directory.

    Leave a comment:


  • replied
    bReplicateInstigator no longer exists. I couldn't find this in the main post. What is the reasoning behind it? It was used in ShooterGame for example.

    Leave a comment:


  • replied
    Originally posted by VSZ View Post
    Did anyone get a chance to look at this bug I posted yet? https://answers.unrealengine.com/que...le-issues.html
    It's not part of the known issues list on the front page so just want to make sure that this didn't slip through the cracks
    It appears that TJ is working with you to try to get the reproduction on the issue.

    Leave a comment:

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