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Unreal Engine 4.9 Released!
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Hi everyone,
Please keep in mind that hotfixes are typically for major crashes and bugs that are affecting large numbers of users. All bugs that were addressed within a hotfix are listed on the hotfix release notes. If you do not see a fix for specific bugs there, it is probably not going to be within that hotfix and either may be in a later hotfix or a later release build.
With that said, if you do have a bug or crash, please report it to the answerhub in the bug reports section. There is a link to the bug reports section in my signature.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 Adam Davis View PostHi everyone,
Please keep in mind that hotfixes are typically for major crashes and bugs that are affecting large numbers of users. All bugs that were addressed within a hotfix are listed on the hotfix release notes. If you do not see a fix for specific bugs there, it is probably not going to be within that hotfix and either may be in a later hotfix or a later release build.
With that said, if you do have a bug or crash, please report it to the answerhub in the bug reports section. There is a link to the bug reports section in my signature.
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Sadly,turning on DOF on metal enabled ios devices will still crashes the game in 4.9.1
https://answers.unrealengine.com/que...on-on-ios.html
Any information on that?Thanks!
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Originally posted by Demolition Man View PostHi Nsomnia,
I was one of those GameJam Teams this month that couldn't compile my game. The root cause was excessive file name size. With over 600+ over sized file names from Marketplace asset packs, I just flat didn't have the time to develop a game a resolve out all those file name issues in 4 days time. I will probably have a compiled version of my game latter this month as it's tricky work to rename assets inside of a project once it's started (How do I know this, don't ask!).
Just a note of clarification: It's the large directory names causing the problem, not specifically the filename. My directory names are HUGE and they are causing engine failures.Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations
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Hi Nsomnia,
I had even longer ones. The sad part was that many of the items the engine picked on weren't even in use by my project, they where included in parts of assets packs that I didn't use. Next time I plan on putting together my GameJam project and doing a compile right from the start to see where there are problems with the assets packs. While I was able to delete some of the stuff, other items where it use which made things problematic at best. And I did try to fix it which ended up killing the project at about 4pm. It took me another 4 hours to restore stuff back into working order in the editor but compiling it still down at this time.
Something else to keep in mind that when you have compile times in the 2+ hour range, you don't have many tries at getting right on Sunday. Add to it the fact that it takes me 5+ hours to upload a GameJam project means that it has to be working for me at 3 MST time to make my deadlines. Of course, that's part of the challenge of building a game that's interesting. At least the good news is that I probably wouldn't have that issue next month when it counts as I've learned that lesson this month. So it's not all bad news. I did learn a bunch of cool stuff with level design so I'm still happy with the results. If you want, there is a developer video of the game I built at the following link.
https://drive.google.com/drive/folde...U9XMzlTVUVmX0k
Let me know what you think of the video as that's all I am going to get for this months efforts. I thought I managed to get some really cool lighting effects on this project.
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Can someone clarify what "Rev Oculus SDK to 0.7 / 0.6.18" means?
Particularly the Rev. I have yet to update my Oculus runtime to 0.7 (still working on 0.6), because i've heard UE4.9 wasn't yet fully compatible. Am I wrong? Would it be wise to update to 4.9.1 and runtime 0.7? Any performance gains?vr and new media installations
www.samuelwalker.xyz
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Originally posted by artoculon View PostCan someone clarify what "Rev Oculus SDK to 0.7 / 0.6.18" means?
Particularly the Rev. I have yet to update my Oculus runtime to 0.7 (still working on 0.6), because i've heard UE4.9 wasn't yet fully compatible. Am I wrong? Would it be wise to update to 4.9.1 and runtime 0.7? Any performance gains?Stephen Ellis | Senior Engine Coordinator
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Didn't tried 4.9.1 yet, but let me thank you by 4.9.
- UMG looks a lot more responsive.
- A "LOT" from my Log warnings gone away, I just still with a boring one when using CreateDynamicMaterialInstance( ) with some skeletalmeshes dunno if is caused by the parentmesh from the component having more materials because Cloth or 2Sided Mats. But nothing serious.
- Did you changed the dynamic shadows? Could be just me, but they looks a lot more defined!
Among others...
Thank you!
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Originally posted by myclay View PostHi all,
it seems that 4.9.1 doesn´t allow loading of animated FBX files?Adam Davis | Marketplace Support | Epic Games
How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter
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