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24. May 2016


Unreal Engine 4.12 gets one step closer with the release of preview 5.  Of course this is a work in progress build, so don’t use it in production.  Preview 5 adds some new features including foliage scalability, a new animation node, a pixel inspector tool ( click a pixel on screen to visualize the material and rendering state that made that pixel happen ).  Of course there are several fixes in this release as well:


Important Known Issues

  • For deployment to additional platforms such as Android, iOS, HTML5, Linux, and TVOS you must have the optional "Editor symbols for debugging" installed. This is available via the Launcher by selecting "Options" on the 4.12.0 Engine slot. This is a transitional phase to new functionality, and the workflow will be improved in an upcoming release.
  • Google VR (Daydream) doesn't work in the Launcher release, but is functional via Github (UE-31186)

Fixed in Preview 5 - CL 2986880
Fixed! UE-30836 [CrashReport] UE4Editor_Engine!UNavigationSystem::RegisterNavData() [navigationsystem.cpp:1810]
Fixed! UE-30470 Restarting Project Resets Scoring Equation in EQS
Fixed! UE-30411 Attached Project Crashes When Setting RVO Avoidance
Fixed! UE-31118 Blueprints with ClassDefaultNodes compile very very slowly
Fixed! UE-30954 CRASH: One-off crash in editor when saving outdated packages while modifying blueprint
Fixed! UE-31027 Crash compiling blueprint after deprecating the blueprint
Fixed! UE-31034 Blueprints_GetClassDefaults Crashes the editor when class is changed to NONE...
Fixed! UE-30919 Actor Blueprint Asset Crashes when opened in Blueprint Editor
Fixed! UE-28536 Attached Project Crashes on Attempting to Play in Standalone
Fixed! UE-30556 Crash Report Client window missing functionality after disabling and re-enabling the GPU
Fixed! UE-29794 Crash opening QAGame after copying when logged into source control
Fixed! UE-30831 [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Fixed! UE-30968 Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Fixed! UE-30613 [CrashReport] UE4Editor_UnrealEd!FMainMRUFavoritesList::ContainsFavoritesItem() [mrufavoriteslist.cpp:98]
Fixed! UE-30276 Standalone game window snaps back to original position after being moved
Fixed! UE-30677 Toggling WindowedFullscreen has issues with "creep" and bad window positioning
Fixed! UE-22691 Changing Media asset path can cause crash.
Fixed! UE-30698 In Cascade when using the Tab key in the module list will cause a crash
Fixed! UE-31101 Crash when clicking content browser filter dropdown
Fixed! UE-30891 CRASH: Editor crashes when Importing Actors via File > Import
Fixed! UE-30809 Merge actor panel crashes when selecting a mesh component without static mesh
Fixed! UE-30955 Morph Targets in Skeletal Mesh LODs do not behave correctly
Fixed! UE-31164 Negative rate scale on montages will not loop correctly
Fixed! UE-31119 Edits to additive animation curves do not show until applied
Fixed! UE-31039 [CrashReport] UE4Editor_Engine!UAnimMontage::IsValidAdditive() [animmontage.cpp:702]
Fixed! UE-30949 Crash Importing Skeletal Mesh LODs with a lot of morph targets
Fixed! UE-30811 Marker sync crashes when used in derived anim class
Fixed! UE-30808 Issue with static mesh merging path in HLOD system
Fixed! UE-30917 Crash occurs when landscape is selected and simulating and selecting the landscape tab
Fixed! UE-30742 [CrashReport] UE4Editor_Landscape!FLandscapeComponentSceneProxy::DrawStaticElements() [landscaperender.cpp:1122]
Fixed! UE-29083 Modulated shadows do not render in the correct area on older devices / versions of Android OS
Fixed! UE-31006 FAndroidMediaPlayer::Open() returns EMediaEvent::MediaOpenFailed even if opening is succeed.
Fixed! UE-30904 No Bloom Post-Process on device when using packaged project
Fixed! UE-20434 [CrashReport] Crash in FD3D11DynamicRHI::InitD3DDevice() [windowsd3d11device.cpp:402]
Fixed! UE-29231 Crash when shooting in Tm-Shadermodels with -Opengl
Fixed! UE-30133 Incompatible surface format error, certain maps rendering completely black on PS4 with Accurate Velocities enabled.
Fixed! UE-30341 [CrashReport] UE4Editor_Engine!FReflectionTextureCubeResource::InitRHI() [reflectioncapturecomponent.cpp:703]
Fixed! UE-31054 ToggleRHIThread and ShowMaterialDrawEvents autocomplete on the commandline but don't do anything.
Fixed! UE-30902 Translucent per pixel lighting broken
Fixed! UE-30834 [CrashReport] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceData() [d3d11rendertarget.cpp:905]
Fixed! UE-30619 Face Distortion In Morph Targets Sample
Fixed! UE-26319 Crash when DFAO is disabled and a lower scalability is used while Distance Field Shadowing is enabled.
Fixed! UE-31132 Zen fails to package for Windows and Android
Fixed! UE-31108 No Default Game Map set for Subway Sequencer project
Fixed! UE-30979 Typo in Station 1.4 on Blueprint_Communications in Content Examples
Fixed! UE-30568 "Attempted to get an item from array PerRoomProperties out of bounds" warnings in some Content Examples maps
Fixed! UE-30706 Several texture sheets in Zen Garden have bad Opacity Maps
Fixed! UE-30570 Misspelling in StaticMeshes level of Content Examples
Fixed! UE-30575 Misspelling in Decals level of Content Examples
Fixed! UE-31106 Subway Sequencer will not open when packaged for Win64: "Project requires the LevelSequenceEditor plugin."
Fixed! UE-31050 Crash opening SubwaySequencerMASTER
Fixed! UE-30986 "Enable Texture Streaming" in Render Movie Settings doesn't seem to work
Fixed! UE-30978 Crash when rendering movie with "Capture frames in HDR" enabled
Fixed! UE-30944 Crash using component none in component classes to record
Fixed! UE-30923 Crash scrubbing in sequence after adding sound wave to an actor
Fixed! UE-30771 Button hit box offset in windowed mode
Fixed! UE-31049 Update Oculus Audio SDK
Fixed! UE-30611 [CrashReport] Crash When Enabling OSVR Plugin
Fixed! UE-20109 VR Preview crashes when the number of players is greater than one
Fixed! UE-31166 Morph targets do not work in cooked builds

GameDev News

24. May 2016


WaveEngine is a C# based cross platform 2D/3D game engine I featured in the Closer Look series back in October.  The just announced the release of version 2.2.0, codenamed “Tiger Shark”.  This release brings a couple new features to the engine, including:


    • prefab support
    • Xbox One (UWP) support
    • HoloLens support (early preview)
    • Xamarin Workbook support
    • Deploy to Android from MacOS

The full release details are available here.


For more information on WaveEngine, be sure to watch the video below.

GameDev News

24. May 2016


CryEngine recently moved to a pay what you want price structure with the release of CryEngine 5.  Then with the release of CryEngine 5.1 a few weeks back, they had this to say:

Git is a very widely used version control system that allows users to instantaneously access any revision of a file that has ever existed in their repository. This makes comparing revisions of a file and tracking changes over time very convenient, particularly as each time a set of changes is committed to the repository, a description of the change can be added. EDIT: We are finishing up the last details and users will get access to Git very soon.


Well that “very soon” is today.  The CryEngine source code is now available on Github.  The console (Xbox1/PS4) specific bits still require a proof of appropriate license to access, but otherwise everything is here.



Keep in mind though, this isn’t a typical open source release and is governed by a proprietary license.  Read well before using!

GameDev News

23. May 2016


The following is a recap of major events in the world of game development for the week ending April 17th, 2016.  I do a weekly video recapping the news available here with this week’s video embedded below.  This post is a collection of links mentioned in the recap.




The Video

GameDev News

23. May 2016


Two Big Ears, a VR and AR oriented company have just been acquired by Facebook, and their product suite is now available for free.  Of most relevance to GameFromScratch readers is theimage release of 3DCeption For Games, a suite of real-time binaural audio and environmental plugins for game middleware such as Unity, wwise and FMOD is one of the products they create.  This is going to be rolled into the Oculus Rift developer kit going forward.


From the press release (sorry, no permalink available, so complete reprint follows):

At Two Big Ears, we’ve been hard at work creating technology and tools that have defined how immersive audio is crafted and experienced in VR and AR both now and in the future. We’re proud to see the impact our work has had on so many great projects.

Now, we’re ready to take the next step on our journey and scale our work from within Facebook. There is so much still to explore. By joining with a company that shares our values and our vision, we will be able to scale our technology even quicker as we continue powering immersive audio experiences.

Starting today, our pipeline for cinematic VR and 360 video, including the authoring tools, encoder and rendering engine are available for free . We’re excited to be able to continue developing great tools for a larger number of people across the world.

3Dception for Games will no longer be a separate product but we will be working with the Oculus team to combine our expertise and create best in class VR audio. Existing Pro customers will continue to receive support in accordance with your current agreement with Two Big Ears for the next 12 months.

Thank you to our customers, partners and investors, including board members George Elliott and Neil Heywood, the University of Edinburgh, Scottish Enterprise and everybody who has been with us on this amazing journey.

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