narknon
narknon
End users shouldn't have to go in and edit a bunch of mod files after updating ue4ss
Then they post the log and we see any warnings for out of date mods.
You're arguing that every time ue4ss updates every single mod in existence should break and need to be manually updated, regardless of it actually being broken or not?
You left that part out of your earlier statements. But including a max that way would make it untested on all versions after when it was created and we wouldn't...
This is the wrong place for this conversation but I'm confused why it would be "3.1" when xmake is the most breaking change possible. There are other breaking changes as...
I've made a branch to experiment with adding a deferred spawn to the GUI. It seems to fix the nvidia issue, but steam always just swaps to it when it...
I'll likely revert the default back to not using the debug GUI and come up with some other solution for mod buttons.
The debug GUI is no longer visible by default, so this should not be an issue for most end users. Leaving open in case we want to do a more...
I'd like to see our GUObjectArray handling: 1. Be brought in line stylistically with the rest of the UE module. 2. Add a definition to build for debug/dev builds that...
Where's your log? Did you install in the correct location?