Trello says experimental VS2015 support is available in 4.9. What gives?
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Originally posted by WarpSpasm View PostStill comes with TADP 2.08???
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Originally posted by Roccinio View PostI managed to make it work (after the 10th time it just worked) but now i have this yellow warning on the output log for EVERY sprite that i have (>10.000).
Example: explosion_18_png.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
Any ideas on how to fix this?
[Core.System]
ZeroEngineVersionWarning=false
To your DefaultEngine.ini
Cheers,
Michael Noland
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Originally posted by John Alcatraz View PostSo, a few things I noticed in 4.9:
- Some materials stay gray. They compile correctly, but once applied on a mesh they just stay with the gray default material.
- The spawn Actor node now uses a different way to define collision, which breaks current behavior. I before mostly used "Spawn even if colliding true" but now all the nodes were updated to the default value of "Try to adjust location, don't spawn if still colliding". This needs to change since it breaks all the Spawn Actor nodes!
- After I open the project I get this:
Seems to have no impact in the game.
In order to fix the warnings, delete all of the ActiveClassRedirects, K2Redirects, etc... from your [GameProjectDir]\Config\DefaultEngine.ini file (Note: If you added any yourself in order to move game-specific classes around, obviously keep those ^_^).
I'm hoping that we'll get a fix in 4.9 to avoid writing out these non-modified settings when editing a section in the editor, but it's not done yet, so whether it will make 4.9 or not is TBD.
Cheers,
Michael Noland
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I still would like to see Geometry function in UMG Blueprints which doesn't require it to be gotten from Tick, OnTouch Started etc. It would be helpful for certain positioning on different mobile devices. Like get current Geometry and then add that to Get Local Size. Read this and add it please.
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