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    Originally posted by Mike Fricker View Post
    Cool feature now in 4.7 that we forgot to mention earlier:

    The version of the engine from the Launcher now includes full engine source code and engine debugging symbols for Windows. You should be able to seamlessly step into engine code while debugging, and you will have complete call stacks after a crash. You no longer need to compile the engine yourself to get full engine debugging powers.

    This change did make the download and on-disk footprint larger, but we believe it is a super useful change and worth it. Later on we'll figure out how to make it an optional download, perhaps. Also note that while the full engine source is included, if you want to recompile the editor yourself you'll still need to pull down the code from GitHub so that you have all of the required dependency libraries.

    --Mike
    Holy bucket balls!!!!!! ^ Wow!

    Comment


      Originally posted by Marc Audy View Post
      Technically yes, however it is a rather manual process. You need to use the UnrealPak tool to bundle up a collection of files in the correct hierarchy. If you want to see how one is currently set up you can use the command that looks like "UnrealPak d:\Temp\TP_FlyingBP.upack -Extract d:\Temp\FlyingBP". This exports the upack to the folder specified.

      To make one of your own it can either be done with by directory "UnrealPak d:\Temp\TP_FlyingBP.upack -create=d:\Temp\TP_FlyingBP" which will gather up every file in the directory. However, we typically use a source file that specifies which files to gather up like so "UnrealPak d:\Temp\TP_FlyingBP.upack -create=d:\Temp\TP_FlyingBP\contents.txt", the contents.txt contains a list of the files (wildcards allowed) to gather up and store in the pack, so in the case of the flying BP it looks like:

      Code:
      ../../../Templates/TP_FlyingBP/manifest.json
      ../../../Templates/TP_FlyingBP/Config/config.ini
      ../../../Templates/TP_FlyingBP/Content/*.*
      ../../../Templates/TP_FlyingBP/Media/TP_FlyingBP.png
      ../../../Templates/TP_FlyingBP/Media/TP_FlyingBP_Preview.png
      Pathing is always fun on both the commandline and in the contents file, may take a few tries to get it all set up right, but in theory you can build one yourself




      We do have plans on essentially replacing the current Export Assets functionality to write to a upack and hopefully provide mechanisms to gather up the related C++ to make your own code-based packs, however, that is future work that we haven't started on yet.
      Thx Marc, i tested out, and it has worked very well.

      the path musn't contain any whitespace, the double quotation do not protect the paths, for instance this batch works :

      Code:
      "g:\unreal engine\4.7\engine\binaries\win64\UnrealPak.exe" "G:\temp\FeaturePacks\MyContent.upack" -create="G:\temp\Samples\MyContent"
      thats one didn't :

      Code:
      "g:\unreal engine\4.7\engine\binaries\win64\UnrealPak.exe" "g:\unreal engine\4.7\FeaturePacks\MyContent.upack" -create="g:\unreal engine\4.7\Samples\MyContent"

      that one worked within Unreal engine installation directory :

      Code:
      "g:\unreal engine\4.7\engine\binaries\win64\UnrealPak.exe" "..\..\..\FeaturePacks\MyContent.upack" -create="..\..\..\Samples\MyContent"
      My projects : Jurassic-life MESA Unreal Engine 4 Developers France Steam Group Unreal Engine 4 French tutorials

      Comment


        @RedEyes, I am not sure if this would work, but you might be able to escape the space with the escpae character \

        /path/path/A\ Folder/file

        /path/path/A folder/file

        Comment


          Originally posted by FrankieV View Post
          No sound this time.

          Checked settings and volume is up full.

          I don't hear any sound when playing on an iOS device aswell. (preview 5)


          Also the iOS performance in 4.7 preview 5 seems to be way worse than with 4.6.1 . It went down from 60 fps to 30 fps on an iPhone 5 with ES2 rendering. Game Center does not login aswell. This is easily verifiable with Tappy Chicken.
          Last edited by HEGI; 02-05-2015, 08:41 AM.
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            So I create an Actor BP and dragged it out into my scene. I then added a spline via the component menu. Awesome so far. Went to edit the spling and it is not editable in scene. I want to be able to edit the spline in scene too. For example, I want to literally BP out a city block and I want to be able to add spline components to it and edit them all in the level view port. When I like it all, I want to create a new BP from this. Then I might want to edit the spline again and apply it to the BP asset or create a new one. Will this be possible in future? Thanks!

            Tommy.

            Comment


              Anyone having issues getting VR mode working building from source? I had been running 4.6.x straight from GitHub for a while now but building 4.7 doesn't seem to enable the Rift for me. Even if I turn on Simple HMD which gave me the option for VR Preview. I have the Oculus plugin checked but not the GearVR one but it just doesn't seem to detect the Rift.

              Comment


                Originally posted by hesham View Post
                Anyone having issues getting VR mode working building from source? I had been running 4.6.x straight from GitHub for a while now but building 4.7 doesn't seem to enable the Rift for me. Even if I turn on Simple HMD which gave me the option for VR Preview. I have the Oculus plugin checked but not the GearVR one but it just doesn't seem to detect the Rift.
                Are you downloading 4.7 off of GitHub? That is not the same as the 4.7 preview 5 that we just released. The version on GitHub includes more recent commits and can cause problems due to lack of internal testing. Preview 5 is available through the launcher and I would suggest trying VR with that to see if it works.
                Twitch /unrealalexander| Twitter @UnrealAlexander
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                Comment


                  Originally posted by Alexander Paschall View Post
                  I would suggest trying VR with that to see if it works.
                  Thanks, will try tonight! I am using GitHub b/c I have some simple Engine changes that I need to make for my project to work so even if preview 5 works I'll need to wait till I can build it properly like I did with 4.6.

                  Comment


                    https://answers.unrealengine.com/que...mg-cursor.html

                    Is this a bug? If so, will it be fixed, soon? I would like to use a custom mouse cursor in my game and I really want to use UMG!

                    Comment


                      Originally posted by Dalon View Post
                      https://answers.unrealengine.com/que...mg-cursor.html

                      Is this a bug? If so, will it be fixed, soon? I would like to use a custom mouse cursor in my game and I really want to use UMG!
                      We have a technician looking into that one right now. Rudy is going to see if that is intended, a workflow error or a bug and he'll get back to you with some info and maybe some questions.
                      Twitch /unrealalexander| Twitter @UnrealAlexander
                      How to report a bug? | Installation & Setup issues?
                      Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

                      Comment


                        I dunno if this is addressed somewhere already or I'm just doing this wrong but I can't pull down Preview 5 from the launcher, when I select it I just get a subscribe button. Any other engine version works fine.
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                        Comment


                          Hey Marc,

                          Is there currently a way through blueprints to check to see if a upack in the content folder and if not, download it through the game?

                          I want my game to carry a light footprint so I can distribute it through my site. Then have the game download "individual content" through user selection in-game, then download it from a high bandwidth file server (Amazon S3).
                          Current Project: Shadow Over Isolation

                          Comment


                            Originally posted by JoeWintergreen View Post
                            I dunno if this is addressed somewhere already or I'm just doing this wrong but I can't pull down Preview 5 from the launcher, when I select it I just get a subscribe button. Any other engine version works fine.
                            Try logging out of the Launcher, close it, open it again and login and try again, I have to do that sometimes and it works.

                            Comment


                              Had a totally **** day, Tried to compile 4.7 6 times over the last few days. Can anyone confirm or not that 4.7 Preview 5 compiles in VS 2013 Express. All i keep getting is errors, errors, errors.

                              Error 1 error C1083: Cannot open include file: 'UObject/LinkerPlaceholderExportObject.h': No such file or directory D:\UnrealEngine-4.7\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp 5 1 UE4
                              Error 2 error C1083: Cannot open include file: 'LinkerPlaceholderExportObject.h': No such file or directory D:\UnrealEngine-4.7\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp 6 1 UE4
                              Error 3 error C1083: Cannot open include file: 'LinkerPlaceholderExportObject.h': No such file or directory D:\UnrealEngine-4.7\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp 10 1 UE4
                              Error 4 error : Failed to produce item: D:\UnrealEngine-4.7\Engine\Binaries\Win64\UnrealHeaderTool-CoreUObject.dll D:\UnrealEngine-4.7\Engine\Intermediate\ProjectFiles\ERROR UE4
                              Error 5 error MSB3073: The command "..\..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development" exited with code 2. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 UE4

                              Ready to punch some one random in the face

                              And no way is it a problem on my end, I reinstalled windows today and VS 2013 from scratch. Still does the same Bloody thing.
                              Last edited by KingBadger3D; 02-05-2015, 11:07 PM.

                              Comment


                                Originally posted by Alexander Paschall View Post
                                Are you downloading 4.7 off of GitHub? That is not the same as the 4.7 preview 5 that we just released. The version on GitHub includes more recent commits and can cause problems due to lack of internal testing. Preview 5 is available through the launcher and I would suggest trying VR with that to see if it works.
                                Turns out for some reason my Oculus runtime broke. I hadn't restarted the machine so it must have been a graphics or some other update that I ran that broke it. All good now from both Preview 5 and GitHub. Thanks!

                                Comment

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