Small bug in preview 4: When adding a TextRender component to a blueprint actor and changing its text value, it won't update the change in the blueprint viewport until you save and close the blueprint, then re-open it.
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Not sure if it is intended but if I edit axis or action mappings and have some groups closed and I add a new mapping to an opened group, several other groups open up themselves.
This can be quite annoying if you have many groups with multiple mappings...
EDIT: Another bug:
The array get input pin is hard to plug in:
Last edited by TriNityGER; 08-25-2015, 08:53 AM.
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Originally posted by Mosel3y View PostSmall bug in preview 4: When adding a TextRender component to a blueprint actor and changing its text value, it won't update the change in the blueprint viewport until you save and close the blueprint, then re-open it.
I was able to reproduce this and have entered a bug report, UE-20355, to be assessed by the development staff.Adam Davis | Marketplace Support | Epic Games
How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter
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Originally posted by KillerSneak View PostAlso when packing a game for android the packing seems to hang on:
MainFrameActions: Packaging (Android (All)): UE4Editor-Cmd: [2015.08.19-11.15.23:259][ 0]LogSavePackage:Warning: Finished SavePackage C:/Users/KillerSneak/Documents/Unreal Projects/Balloony PoP Revised 4.9/Saved/Cooked/Android/Engine/Content/EditorMeshes/ColorCalibrator/SM_ColorCalibrator.uasset
For a very long time compared to Preview3, it does complete build but it's just something I observed.
Have you submitted an AnswerHub for this issue you're having with Android? If not, could you please create one and provide us with a full .txt file of the error?
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]
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Anybody with strange error while pressing "Compile" from Editor?
Just trying to compile a very basic c++ class which was perfectly working on 4.8, but doesn't on 4.9 due to this strange error:
Warning: Starting HotReload took 0.0s.
CompilerResultsLog: New page: Compilation - Aug 26, 2015, 12:21:57 AM
CompilerResultsLog: Info
CompilerResultsLog: Info Running Mono...
CompilerResultsLog: Info
CompilerResultsLog: Info Setting up Mono
CompilerResultsLog: Info ~/ue4.9-p4/Engine ~/ue4.9-p4/Engine/Binaries/Mac
CompilerResultsLog: Info Compiling game modules for hot reload
CompilerResultsLog: Info Performing 2 actions (8 in parallel)
CompilerResultsLog: Info [1/2] Compile PlayCloud.cpp
CompilerResultsLog: Info [2/2] Link UE4Editor-TestProject-2556-Mac-Debug.dylib
CompilerResultsLog: Info clang: error: no such file or directory: '???/Users/marborromeo/Documents/Unreal Projects/TestProject/Intermediate/Build/Mac/UE4Editor/Debug/TestProject/TestProject.cpp.o'
CompilerResultsLog: Info -------- End Detailed Actions Stats -----------------------------------------------------------
CompilerResultsLog: Info ERROR: UBT ERROR: Failed to produce item: /Users/marborromeo/Documents/Unreal Projects/TestProject/Binaries/Mac/UE4Editor-TestProject-2556-Mac-Debug.dylib
CompilerResultsLog: Info Total build time: 12.71 seconds
LogMainFrame: MainFrame: Module compiling took 14.394 seconds
Warning: HotReload failed, recompile failed
Maybe that "???" in the path is preventing the linker to find the object file? How can i get rid of those question marks?Last edited by mborromeo; 08-25-2015, 04:38 PM.
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Originally posted by pafupafu View PostWas the issue of red screen of Nexus 9 solved in this Preview 4?
I can't build with VS2013.
https://github.com/EpicGames/UnrealE...2484c15428e1fa
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Originally posted by Chris Babcock View Posta compile issue was introduced for OpenGL ES 3.1 when MSAA support was added.Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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"Level Blueprints can now be communicated with via interfaces using the Get Streaming Level node"
How can I implement these?Thanks!
And there maybe a BUG concerning Decal on mobile,posted here:https://answers.unrealengine.com/que...obile-bug.html
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Originally posted by TriNityGER View PostPersonally I dont think so. AFAIK MSAA with deferred shading doesn't work well(bad performance?). Though I'm not a rendering dude so I might be wrong...Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Originally posted by Chris Babcock View PostThe red screen on Nexus 9 issue was fixed for 4.9 but a compile issue was introduced for OpenGL ES 3.1 when MSAA support was added. Here is the GitHub commit to fix it:
https://github.com/EpicGames/UnrealE...2484c15428e1fa
I have compile issue even now.
Error 4 error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development" exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4
Error 1 error C2065: 'bAttributeLessDraw' : undeclared identifier G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLCommands.cpp 2803 1 UE4
Error 2 error C1020: unexpected #endif G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLCommands.cpp 2809 1 UE4
Error 3 error : Failed to produce item: G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Binaries\Win64\UE4Editor-OpenGLDrv.dll G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Intermediate\ProjectFiles\ERROR UE4
Edit the"BaseEngine.ini",and compile"Development" "Win64" and "Development" "Android".
I have lot of error.Last edited by pafupafu; 08-26-2015, 04:46 AM.
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Originally posted by mborromeo View PostAnybody with strange error while pressing "Compile" from Editor?
Just trying to compile a very basic c++ class which was perfectly working on 4.8, but doesn't on 4.9 due to this strange error:
UE4.9 compiled from source (commit f5e5090 - tag 4.9.0-preview-4) on OSX 10.10.4 / XCode 6.4 + custom patch (removed "-fno-rtti" from MacToolChain.cs).
Maybe that "???" in the path is preventing the linker to find the object file? How can i get rid of those question marks?
Cherry-picking commit a0e5767badb5ebb3d285633b1f45cc24ffebd8cc did the trick.
Keep up the good work!
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