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Unreal Engine 4.7 Released!

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    Originally posted by John Alcatraz View Post
    I edited the post a bit, since I don't really love the screenshot

    I think it's legitimate to post a screenshot which shows that the 5 most recent bug reports all report the same problem and to say I wish epic would have done some more preview releases to fix such bugs which many people experience.
    My hope for 4.7 was that it would be the first real stable release of UE4 which it unfortunately is not. So now I hope Epic will try to make 4.8 the first real stable release
    I agree, the issue definitely deserves to be brought to light. I just wasn't crazy about the way you went about it. I don't mean to single you out specifically, as there were a few others in here being a bit less than professional.

    I really hope your corruption issues get sorted!
    Procedural, modular, on-the-fly animation - iTween For UE4
    - Actors - Components - UMG - Ease In - Ease Out - Path-constrained Animation - $0

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      Originally posted by arbopa View Post
      I seriously question those studies. It sort of suggests that humans really are that stupid. Sorry, I am not. I hate .99 prices.... I want round numbers back. I might just have to contact some of the marketplace people directly and buy straight from them for round numbers ...
      That is one of the pettiest things I've ever read.

      Originally posted by MkII View Post
      On a side note, does anyone else see an issue where the default values for blueprints are reset when they upgrade (4.6.1 - 4.7.0)? I have at least 1 float value that thinks its default is now 0.0 not 60.0, despite the editor telling me its default is 60.0. Similarly for a vector (0.0, 1.0, 0.0 thinking it's 0.0, 0.0, 0.0). I can get around it by remaking these vars in the blueprint it seems, but maybe someone else came across it and fixed it without all the hassle?
      I actually had this issue in 4.6, so it's not newly introduced. I just remade the variable.

      Originally posted by NickDarnell View Post
      Yes, it's an intended change and large performance optimization for complicated UIs. No, we don't traverse the tree as soon as we encounter an invisible widget. Having a flag would still require us to traverse the tree. You should move your logic either into a visibility binding, or make another object or widget responsible for changing the visibility state. Assuming that's what you were using the tick to decide.
      They were target markers (think Dark Souls lock-on circle) that would set themselves to hidden when no target was assigned to them. I've moved the logic around a bit and got them to work, thanks for the clarification.
      Last edited by DamirH; 02-25-2015, 09:59 PM.
      [Submitted] Advanced Data Validation

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        Originally posted by Stephen Ellis View Post
        UNREAL C++ PROGRAMMING IMPROVEMENTS

        We’re continuously working to make C++ in Unreal Engine easier to use and more familiar to everyone.
        • No special constructors needed! Your class constructors no longer need to take an Object Initializer argument.
        • Creating sub-objects for Unreal classes now has a new simple syntax.
        • You can now have more than one Unreal class in a single C++ header file
        • You can declare special Unreal types (such as Unreal enums or delegates) in a header file, even without an Unreal class in that file.
        • You no longer are required to name your source file the same as your Unreal class name.
        • You can now use any name you want for properties! Previously, certain names like “Color” were reserved and impossible to use.
        Is this feature working on 4.7 ?
        UHT still output error message - "Can only declare one class per file (two for an interface)"

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          Originally posted by John Alcatraz View Post
          Indeed I have, first this was a problem which occured in 4.6.1 but there fix some stuff in one blueprint fixed it, but I can't get the project to run in 4.7.

          https://answers.unrealengine.com/que...g-project.html

          I think there is some issue with your "project convert algorithm" in 4.7 because I just tried again to convert my fully working 4.6.1 project (no errors at all) to 4.7 and it just crashes on startup, and the log says there are really many warnings and errors (many which have nothing to do with changes of 4.7).
          Thanks! Any chance you could drop me an email at daniel.vogel@epicgames.com? Probably easier to get you sorted this way.

          Comment


            Heya, as I posted here I am having some issues with DataTable array elements. I tried experimenting a bit but it seems it's impossible to import arrays from CSV, is this correct?
            [Submitted] Advanced Data Validation

            Comment


              Man, the amount of times I've shut down the whole engine because blueprints and materials no longer have their own window, lol >_<

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                Originally posted by Furious View Post
                Man, the amount of times I've shut down the whole engine because blueprints and materials no longer have their own window, lol >_<
                You can drag them out, that'll revert to the old behavior.
                [Submitted] Advanced Data Validation

                Comment


                  Originally posted by DamirH View Post
                  You can drag them out, that'll revert to the old behavior.
                  Yeah I know, it wasn't a whinge or anything - I actually wish it was this way ever since using 4.7, I just got so used to it and kept forgetting it was no longer set up this way xD

                  Comment


                    Is there a place where we can submit bugs?
                    I have found a problem with color pickers, both on Mac OSX and Windows (7) and tested on two different machines.

                    Any color picker UI, the one that appears when we click on a color property, disappear immediately when we click anything or anywhere in it, making impossible to adjust colors within it.

                    Also I would like to ask anybody here on this forum, if anybody succeed to use Git as source control. I have tried, the repository definetely is there, from command line or SourceTree I have no problem to pull and push, but in Unreal the plugin complains that the working directory is not valid (?!) and there isn't authentication either.
                    Any thought?

                    Regards.

                    Comment


                      Originally posted by John Alcatraz View Post
                      I edited the post a bit, since I don't really love the screenshot

                      I think it's legitimate to post a screenshot which shows that the 5 most recent bug reports all report the same problem and to say I wish epic would have done some more preview releases to fix such bugs which many people experience.
                      My hope for 4.7 was that it would be the first real stable release of UE4 which it unfortunately is not. So now I hope Epic will try to make 4.8 the first real stable release
                      You can't expect everything to work flawlessly for everyone. Not even huge releases of way larger softwares are bug free at release.
                      Any more focus on squishing every single little bug before a new version would halter development way too much, just wait for a fix.

                      Comment


                        Originally posted by Sitrec View Post
                        You can't expect everything to work flawlessly for everyone. Not even huge releases of way larger softwares are bug free at release.
                        Any more focus on squishing every single little bug before a new version would halter development way too much, just wait for a fix.
                        So when is 4.7.1 Hotfix coming out?

                        Comment


                          Hi,

                          First of all good job for this release.

                          DOWNLOADABLE CONTENT (DLC):
                          Is this the target solution we should use to update a game?
                          Let's say you are finding bugs in your game, you need to fix the library and some content, is this the future way to update it?
                          Or should we still work out another tool to manage the updates?

                          I mean looking at the Launcher, it seems that I always download the "full" launcher and not doing incremental updates. Is there something planned for this?
                          Any plan for some best practices writing around this topic so we know how we should cook, package and make an updater?

                          Thanks,

                          Comment


                            Wooohooooooo!!!! 4.7 Mind BLOWN!!!!

                            Last edited by Voodoo; 02-26-2015, 05:21 AM.

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                              Hey guys, great work on 4.7! I just got the latest update, but unfortunately I can't get the auto import feature to work.

                              Is it meant to work with assets that are exported directly to the Content folder? Or should it also work with subfolders? (say Contents/Meshes/Props/)?

                              Either way, I tried both methods and none of them seem to work. I've done a bit of googling and I found some references to problems with auto import when UE4 projects are on drives other than C. Should I move my project to the C drive for the time being?

                              Comment


                                @teaandcigarettes
                                My projects are not on C: and auto import has been working fine, with subfolders. If I drop a file in, an import dialog will immediately appear In the editor. Not sure why you're having issues.

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