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Unreal Engine 4.9 Released!

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  • replied
    Originally posted by Illusionweaver View Post
    4.10 seems to have broken 3d positional audio (hrtf) , used to work in 4.9 but in 4.10 it doesn't spatialize correctly.
    Post on answerhub if you have not done so already so they know about it "officially"...

    Leave a comment:


  • replied
    4.10 seems to have broken 3d positional audio (hrtf) , used to work in 4.9 but in 4.10 it doesn't spatialize correctly.

    Leave a comment:


  • replied
    "Fixed wrong colors and artifacts when using color grading (extreme red in darks or more subtle ones)."

    Is there some sort of offset value we can use in contrast to counter act this? Updating to 4.9 has made the lighting / shadowing and color wrong on all of my levels.

    Leave a comment:


  • replied
    Originally posted by Druha View Post
    Looks like you are facing Redirectors. Try run "Fixup redirectors in folder" from context menu on your Content root folder, they should be gone after that.
    You can read a bit more about them here https://docs.unrealengine.com/latest...ors/index.html
    I will take a look later, but I'm sure you are right. This doc explains exactly the situation I have. Thanks.

    Leave a comment:


  • replied
    How about UE-20815 and UE-20798?
    I'm waiting looong time.since 4.7

    Leave a comment:


  • replied
    Originally posted by Stephen Ellis View Post

    The issue with Lightmass hanging (UE-20782) is currently being addressed and expected to be resolved in the 4.10 release. Some users have mentioned potential workaround for this by adding a BSP brush to the level, or adding the SM_Template_Map_Floor mesh to the level.
    Thanks for the answer. Much appreciated.

    Leave a comment:


  • replied
    Originally posted by reok
    "UE-18482 Various engine materials fail to compile due to too many texture coordinate sets in use"

    This one in the latest hotfixes? Just wondering. Thank you!
    No update on this yet. But a potential workaround: An already supported option is to use a Feature Level switch in the materials to avoid compiling the unsupported stuff at lower feature levels. This may mean they're butchered/non-functional but should prevent the warnings as well. That might be the expedient approach to take.

    Originally posted by danielfalci
    When i set some levels as sub-levels on my project, everytime i try to load one of those levels the editor crashes. The only way to load the level is to delete all sub-levels.
    I believe you are experiencing the known bug UE-20219 (Crash on loading non-persistent level). This has been resolved in the upcoming 4.10 release.

    Originally posted by Marcio Daniel
    Since a looong time ago, every asset I rename or delete on Editor still exists on file system (it can be checked using the explorer on Windows or Finder on Mac). 4.9.2 still has this problem. Is there an open issue about this?
    I'm not aware of this. My own testing revealed no such case. If you can reproduce this, and it's not due to Redirectors as Druha mentions, please log a bug report to the Answerhub (see link in my signature)

    Originally posted by starseeker View Post
    Not to jumped queue, but have the lighting build stuck at 99% been fixed yet? It was recorded as a known issue when I search at Answerhub the last time.

    Is there a timeline. Thanks. I wanted to upgarde to 4.9 but this is stopping me from doing so.
    The issue with Lightmass hanging (UE-20782) is currently being addressed and expected to be resolved in the 4.10 release. Some users have mentioned potential workaround for this by adding a BSP brush to the level, or adding the SM_Template_Map_Floor mesh to the level.

    Leave a comment:


  • replied
    Originally posted by Marcio Daniel View Post
    Since a looong time ago, every asset I rename or delete on Editor still exists on file system (it can be checked using the explorer on Windows or Finder on Mac). 4.9.2 still has this problem. Is there an open issue about this?
    Looks like you are facing Redirectors. Try run "Fixup redirectors in folder" from context menu on your Content root folder, they should be gone after that.
    You can read a bit more about them here https://docs.unrealengine.com/latest...ors/index.html

    Leave a comment:


  • replied
    Not to jumped queue, but have the lighting build stuck at 99% been fixed yet? It was recorded as a known issue when I search at Answerhub the last time.

    Is there a timeline. Thanks. I wanted to upgarde to 4.9 but this is stopping me from doing so.

    Leave a comment:


  • replied
    Since a looong time ago, every asset I rename or delete on Editor still exists on file system (it can be checked using the explorer on Windows or Finder on Mac). 4.9.2 still has this problem. Is there an open issue about this?

    Leave a comment:


  • replied
    Hello guys,

    i'm having a big problem here:

    When i set some levels as sub-levels on my project, everytime i try to load one of those levels the editor crashes. The only way to load the level is to delete all sub-levels.

    https://dl.dropboxusercontent.com/u/6011195/levels.jpg

    Any clues on that?

    Leave a comment:


  • replied
    "UE-18482 Various engine materials fail to compile due to too many texture coordinate sets in use"

    This one in the latest hotfixes? Just wondering. Thank you!

    Leave a comment:


  • replied
    Not quite sure about this (already posted it on Answerhub), but it seems like the Node "SetActorTickEnabled" doesn't seem to work and will not activate/deactivate during runtime.

    Leave a comment:


  • replied
    Hi,

    Just a note on the Issue: UE-20145 (since 4.8)
    This issue is that UHT is not properly managing the preprocessor.

    It could be great to have some focus on this. We are trying to not deploy UMG/Slate for our dedicated servers and for the moment we can't as the preprocessor are not handled properly so you can't exclude a full class definition as the .generated file are not created when surrounding by a preprocessor (even if the preprocessor is set to "true")

    Thanks for your help as there is no workaround on this.

    Leave a comment:


  • replied
    Hey guys, I was curious, how progress with grainy temporal AA goes? Is there a list of bugs available to read?

    Also, I've heard temporal AA in 4.9 is sharper comparing to 4.8, is it planned to revert the old look or add the option to get soft/dreamy 4.8's AA (that I love a lot? )

    Leave a comment:

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