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    Originally posted by MC Stryker View Post
    I'd say very likely within the next 2 weeks give or take depending on how many high priority bugs they come across with the community while testing the Preview builds. It should hopefully be soon but Epic can take as much time as they need to make this a great release!
    it's Monday??!!

    yeah, it seems (outside of the known issues) that the bugs have slowed down to a trickle, and the launcher problems are almost a non-issue with it's new release... I've waited 18months, so I suppose a couple more weeks won't kill me...

    Comment


      Anyone having problems casting out of UMGs to Actor BPs?
      Website/Portfolio: http://www.VictorBurgosGames.com

      Join me on stream: https://www.twitch.tv/VictorBurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

      Currently looking for exciting new opportunities! Available for work!
      https://forums.unrealengine.com/comm...ars-experience

      Comment


        UPDATE!

        We have just released Preview 4 for 4.9! Please view the Known Issues List on page 1 of this thread for the updated list of known issues.

        Thank you for your continued help in testing the 4.9 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

        Cheers!

        Fixed in Preview 4 - CL 2657513

        UE-19834 A change in main broke material post process blendable references
        UE-19854 OBJ files fail to import
        UE-19783 Updating Match3 project leads to guaranteed compile failure
        UE-19536 Material nodes do not keep their connections when copied to another material
        UE-19274 Crashes not being recorded in crash reporter for 4.9 on Windows 10
        UE-19382 Crash when ending PIE if using dynamic materials in widgets
        UE-20019 Input Bindings losing rename information after re-opening project
        UE-19919 IOS doesn't build against latest IOS 9 SDK
        UE-19573 GearVR apps show rainbow screen on Adreno Galaxy Note 4 running Android 4.4.4
        UE-19481 Crash when retargeting UE4_Mannequin_Skeleton to M_Avg_Base_AnimSkeleton
        UE-19775 UMG Widget Blueprints don't correctly reference dependencies
        UE-19770 Hotreload of different modules fails when using makefiles
        UE-19711 LaunchOn Android does not detect material changes
        UE-19725 Reimporting/Duplicating assets does not update their source timestamps
        UE-19878 MeshMerging tool produces broken normal maps
        UE-19720 UBT Makefiles don't work on the Mac
        UE-18907 The unified cooker is listed as a supported platform
        UE-19246 FBXImportAsset Data is lost on project restart when changing any Build Settings
        UE-19497 Basic code project packaged for GearVR crashes on launch
        UE-19491 Movies are not playing when launching using -game
        UE-18660 Weapons are upside down in ShooterGame
        UE-19336 Arrow turrets don't fire in Strategy Game
        UE-19387 Crash occurs closing the editor when Owen is open in Persona
        UE-18951 Twin Stick Template BP - Player no longer collides with both cube meshes in the level
        UE-19586 Cascade crash upon clicking scrollbar
        UE-19416 "Failed to Import" message when trying to import Rolling Feature Pack
        UE-19293 Unable to make rotators using the math expression node
        UE-19849 Enum Variable doesn't pull the correct Default Value
        UE-18819 Packaging blueprint and code projects fails on Linux
        UE-19887 Cross-Compiling for Linux-ARM fails to compile
        UE-19912 Failed to auto import FBX
        UE-19830 Compiling promoted binaries causes warnings
        UE-19933 Linux Packaging failed to create directory
        UE-19704 Attempting to summon the GearVR menu on Lollipop androids causes a crash
        UE-19923 cannot locally compile physx on ps4
        UE-18950 Assigning a Material with a SceneTexture Node to a Particle System Crash
        UE-19978 ShooterGame sounds cut out on Mac
        UE-19468 Morpheus does not render some shadows in the right eye
        UE-19960 Morpheus frame timing issue
        UE-19729 [CrashReport] UE4Editor_BlueprintGraph!UK2Node_VariableGet::GetNodeTitle() [k2node_variableget.cpp:267]
        UE-19637 Packaging HTML5 does not create a LaunchHelper for mac
        UE-18611 Need to integrate D3D12 RHI
        UE-17608 [CrashReport] Painting a layered material onto a landscape causes crash
        UE-19836 Some iOS devices crash loading the Vehicle Template
        UE-19824 Moderate SunTemple load time regressions on Android
        UE-19785 Match3 is not updated for 4.9 after successful compilation
        UE-19682 DLC fails to cook
        UE-19508 Decals flicker while moving camera on Nexus 5
        UE-18918 Mobile starter content has rendering corruption on Nexus 4 and Nexus 7 (2013 version)
        UE-19718 Strategy Game - FPS regression on Samsung Galaxy S4 noticed a decrease in frame rate from 4.8 to 4.9
        UE-19895 Sound Wave editor details are missing source asset file path info
        UE-19893 Texture editor is missing Source Asset information in details window
        UE-19703 Deployed code projects crash when closing
        UE-19509 Modulated shadow performance very bad on Note 4 Mali (N910K)
        UE-19938 Deploying to device, changing MobileHDR and re-deploying gives shader compile error on device
        UE-20040 Distribution builds on Android with AndroidWorks have debug symbols on libgnustl_shared.so
        UE-19968 Crash in D3D11 resource creation due to a bogus viewport size in Cascade by way of HZB buffer build code
        UE-20001 Editing Text from a virtual keyboard crashes on iOS
        UE-19404 Misbehavior plugging lollipop android in to gearVR with project launched
        UE-20024 SideScroller2D sample crashes when opening on an Iconia Tab
        UE-20084 Leaderboard integer read always fails on Android
        UE-19532 Fails when packaging for HTML5 using code projects
        Stephen Ellis | Enterprise Program Coordinator

        Comment


          cool... i'll admit I don't know what half of those things are lol, but I do recognize UMG, which is where I will be starting...

          funny, I had a dream a few nights ago of my first level, the intro level, where the hints and tips came in on the animated menu (like the inventory example)... I would go to the middle of an all white empty platform... pull a switch and over in the corner a new section would arise from the ground... go there and pull switch... etc etc until the level was complete (one would release the wolves)... then transport to the full color open world...

          looks like you guys are real serious in getting the editor working with fewer errors and crashes (a few crashes now and then are no big deal... first rule, save save and save again )... don't know how you got this far without obj's importing... great work guys

          awaiting the day when I say 'this is the first day of the rest of my life... northstar

          Comment


            Originally posted by KillerSneak View Post
            I can't even create a project based of TappyChicken with the 4.9 engine version?
            Hey KillerSneak,

            Could you please submit an AnswerHub post with additional information on what issues you're having with Tappy Chicken? Please include the error logs and include as much information so we can help you as quickly as possible.

            Thanks!
            Twitter @UnrealSamantha
            Mobile Development Troubleshooting Guide | Package and Deployment Troubleshooting | How do I report a bug?
            Call me to a thread by posting this: [MENTION]Samantha Sutton[/MENTION]

            Comment


              Issue in SplineComponent::GetInputKeyAtDistanceAlongSpline

              Hi Epic guys and girls,
              I've really appreciated the refactoring of the USplineComponent but I think there's an error in SplineComponent.cpp from line 75

              float USplineComponent::GetInputKeyAtDistanceAlongSpline(float Distance) const
              {
              const int32 NumPoints = SplineInfo.Points.Num();

              if (NumPoints < 2)
              {
              return 0.0f;
              }

              const float TimeMultiplier = Duration / (NumPoints - 1.0f);
              return SplineReparamTable.Eval(Distance, 0.0f) * TimeMultiplier;
              }


              I think should be:


              float USplineComponent::GetInputKeyAtDistanceAlongSpline(float Distance) const
              {
              const int32 NumPoints = SplineInfo.Points.Num();
              const int32 NumSegments = bClosedLoop ? NumPoints : NumPoints - 1;

              if (NumPoints < 2)
              {
              return 0.0f;
              }

              const float TimeMultiplier = Duration / NumSegments;
              return SplineReparamTable.Eval(Distance, 0.0f) * TimeMultiplier;
              }

              like in rest of the code.

              Comment


                I notice the FSkeletalMeshMerge errors aren't even listed on the known issues page. I submitted a pull request to fix it a while ago, and I heard Matt Williams had notified people about it. Did I submit something wrong maybe, or is it a pull request for the wrong branch? https://github.com/EpicGames/UnrealEngine/pull/1437
                Darth Coder's Wiki Tutorials

                Comment


                  Heyhey

                  Just try to update to the preview 4...
                  Are your servers choking?

                  [somehow i cant add any images to posts in this subforum, so no screenshot]

                  Im stuck now with 0 B/s for about 15 minutes. Sporadically, something is transmitted, but only 10 or 12 MByte.
                  The overal rate (for the first few GByte) was around 700KByte/s.
                  Last edited by KVogler; 08-18-2015, 02:00 PM.

                  Comment


                    UE-19404 Misbehavior plugging lollipop android in to gearVR with project launched
                    UE-19703 Deployed code projects crash when closing
                    UE-19919 IOS doesn't build against latest IOS 9 SDK
                    UE-19938 Deploying to device, changing MobileHDR and re-deploying gives shader compile error on device
                    UE-20019 Input Bindings losing rename information after re-opening project
                    UE-20024 SideScroller2D sample crashes when opening on an Iconia Tab
                    UE-20040 Distribution builds on Android with AndroidWorks have debug symbols on libgnustl_shared.so
                    UE-20084 Leaderboard integer read always fails on Android

                    Fixed in Preview 4 or Known Issues for 4.9 Preview 4.
                    Which is correct ?
                    Last edited by Aabs Inc.; 08-18-2015, 02:45 PM.

                    Comment


                      Originally posted by Aabs Inc. View Post
                      UE-19404 Misbehavior plugging lollipop android in to gearVR with project launched
                      UE-19703 Deployed code projects crash when closing
                      UE-19919 IOS doesn't build against latest IOS 9 SDK
                      UE-19938 Deploying to device, changing MobileHDR and re-deploying gives shader compile error on device
                      UE-20019 Input Bindings losing rename information after re-opening project
                      UE-20024 SideScroller2D sample crashes when opening on an Iconia Tab
                      UE-20040 Distribution builds on Android with AndroidWorks have debug symbols on libgnustl_shared.so
                      UE-20084 Leaderboard integer read always fails on Android

                      Fixed in Preview 4 or Known Issues for 4.9 Preview 4.
                      Which is correct ?
                      The changelist above lists these as fixed for preview 4 not as known issues.

                      Comment


                        Originally posted by KVogler View Post
                        Heyhey

                        Just try to update to the preview 4...
                        Are your servers choking?

                        [somehow i cant add any images to posts in this subforum, so no screenshot]

                        Im stuck now with 0 B/s for about 15 minutes. Sporadically, something is transmitted, but only 10 or 12 MByte.
                        The overal rate (for the first few GByte) was around 700KByte/s.
                        I downloaded it fine, but it's taking a LONG time to install. Over half an hour yet and it's at about 80%
                        Piranhi

                        Comment


                          Question in 4.9...for BPIs, when calling interface messages, I am having to uncheck Context Sensitive. But prior to that, whenever the BPIs are implemented in the BP, I didn't have to. But also, there's two options, one with, one without the envelope....

                          Both say they are targeting the BPI correctly. Only difference other than the envelope in top right, is that Target. Regular one I am used to is blue while the other one without the envelope is off white and is self.

                          What's up with that?
                          Website/Portfolio: http://www.VictorBurgosGames.com

                          Join me on stream: https://www.twitch.tv/VictorBurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

                          Currently looking for exciting new opportunities! Available for work!
                          https://forums.unrealengine.com/comm...ars-experience

                          Comment


                            can you guys fix DX12 it's still crashing and i want to work with it please

                            Comment


                              "A file access error has occurred. Please check your running processes."

                              No antivirus blocking, and no Unreal Process running.
                              YouTube:Coruja Games
                              Twitter:@_corujagames
                              Facebook:@corujagames
                              Instagram:@_corujagames

                              Comment


                                I have a small question, the mobile point light for mobile cast no shadows in ES2 or ES3.1, right ?

                                Comment

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