Originally posted by DanielW
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Unreal Engine 4.7 Released!
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No special constructors needed! Your class constructors no longer need to take an Object Initializer argument.
EDIT:
New: Added ability to reference actors by name in BlutilitiesLast edited by DamirH; 02-24-2015, 10:28 PM.
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Originally posted by John Alcatraz View PostWhy am I no longer able to use delays in Macros?? Since there is no "While Loop With Delay" I made one myself, but now that's no longer possible?You always said you just don't put any flow control with delay into the engine because we could just make such macros our self, but now you also disabled the possibility??
Edit: more precisely, if your macro library is using Actor as it's Parent Class it's macros can't be used in component blueprints.Last edited by Dan.OConnor; 02-24-2015, 11:06 PM.
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Originally posted by John Alcatraz View PostI hoped your blueprint cycle dependency fixes would fix this, but I have still one blueprint which is always "dirty" after compiling. I click compile, it compiles without errors or warnings, but it's still not really compiled. How could I fix this?
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Originally posted by DamirH View PostCould we get a syntax example on this? I take this means we no longer have to change GENERATD_BODY() to GENERATED_UCLASS_BODY() to use custom constructors? Is just adding a AMyClass::AMyClass() {} enough now?
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Originally posted by Dan.OConnor View PostIt looks like macros with delay nodes aren't place-able in component based blueprints. Is that what you're seeing?
Originally posted by Dan.OConnor View PostImproved detection of dirty won't be done until 4.9 at the earliest. You can safely ignore the dirty state, although we know how annoying and potentially confusing it is. It's risky to fix safely, as being erroneously clean is worse than being erroneously dirty (the former means a wasted CPU time in some cases, the latter means errors can go undetected).
If I hit play it always says "there is an error and blueprint could not be compiled: xyz" or something like that. I know I can just ignore it and everything works like it should, but it is annoying.
Then what exactly do you have improved in 4.7? Where are the "cycle dependency improvements"? I compile one blueprint, and as a result another gets dirty. Then I compile the dirty blueprint, and the first one gets dirty again. Isn't this what should be fixed?Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Just a reminder. New documentation for component types links in components overview web page doesn't work.Last edited by theknoppix; 02-24-2015, 10:50 PM.
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Originally posted by SaxonRah View Post
EDIT:
Automatic World Origin Rebasing based on distance from local player now shifts the origin only in the XY planeLast edited by DamirH; 02-24-2015, 11:06 PM.
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I like this release. My project seemed to get a nice performance boost. I'm actually getting 60 FPS most of the time now. It caused a minor glitch in my dialog system where all the options were displayed even if they didn't exist. Fortunately it was easy enough to fix and I spent more time cleaning up my wires than I actually did fixing it. In the end I think the hidden setting got reset to visible somehow.
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Originally posted by awilliams1701 View PostI like this release.I can't get my project running in 4.7 (crashes on startup). I think Epic should have made some more preview releases and they should not have added new features in preview 6 or 7...
Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Do we still need to have the full Engine source downloaded for html5 projects as mentioned here? The release notes page made it sound like Empscripten and restarting the editor was all that was needed. I don't see my browsers showing up under the launch menu.CTO Villusion Studios
Grad Student in Interactive Design and Game Development, SCAD
company site: http://www.villusionstudios.com/
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Originally posted by JoeWintergreen View PostI may be missing somethin', but I'm wondering whether you can create a new blueprint component type based on an existing component type, ie: myboxcomponent extends boxcomponent would be a boxcomponent with some extra thing in its graph?
You can mark any of your own custom C++ components with Blueprintable in their UCLASS() declaration if you want to be able to subclass them in the editor though.
Cheers,
Michael Noland
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Collections in 4.7
Thank you for 4.7 Epic!!!
I see collections listed along the top now, but how do I add a new collection?
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Making a New Collection
I see I can click on "Choose Path" and my older collections are listed, but again, how do I make a new one?
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Old Collection View
Also can I get the old collection view back where it is below the main content file listing?
Here's a pic of what I mean:
RamaLast edited by Rama; 02-25-2015, 01:04 AM.UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin
♥ Rama
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