![]() There are no rules that says you have to follow Epic’s update time table. Long way of saying anything important is never updated on preview release and completed no sooner than a month after the version update has gone gold giving plenty issues plenty of time to become known issues. Took a bit of time to solve them, mostly related to material construction as well as lighting set up, and once figured out the rest of of the stand alone projects are updated and then consolidated to the main build “after” the preview has gone gold. We decided to switch to forward rendering and started with a single project and discovered a lot of small minor problems. Rule 1 never break the main build compile and if there is a problem the project is reverted. so the problems can be sorted and fixed in content and not with in the consolidated build. To avoided the pain of a recompile only to find a problem the content pipeline is managed as individual projects so to test the waters during the preview each project is updated one at a time and not all at once. This is true with 4.0 as it was with 4.20 so I don’t see this changing in the future. Try to use the Xbox Series X/S’ handy Quick Resume functionality that lets you play three games. Well when a new version is released there is always a need for a recompile. Make sure you set 30-45 minutes of your time to play Recompile or you’ll have to backtrack a lot. Is it a good idea to take all engine upgrades until the game reaches Alpha stage or beyond?Īny tips or suggestions would be greatly appreciated. Our team lead is now very reluctant to upgrade at all because of what happened and it would be very reassuring to know that regular updates are safe and recommended. We would like to avoid repeating this situation if at all possible.Ĭan we avoid having to rebuild our game ever again, while still taking advantage of the latest updates and advances in the Unreal Engine? Is it common to continuously and incrementally update during active development? If so, what are the recommended ways of dealing with or avoiding these types of problems? We were planning a release sometime toward the end of this year and can’t really afford another setback like that. While many of our assets were easily migrated, we had to rebuild nearly all our Blueprints from scratch, as well rebuilding all the maps, and essentially lost half a year to backtracking in the process. ![]() UE 4.14 had bugfixes and features we deemed necessary and now we are again facing the same issue with a particular bug in 4.14 that appears to have been fixed in 4.15 preview. From what I understand, this is because we skipped updating to 4.13. My team and I are currently developing a project and have been forced to spend the last 6 months essentially redoing most of our completed work in 4.12, due to its apparent incompatibility with 4.14.
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