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Thread: Unreal Engine 4.15 Preview

  1. #241
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    Quote Originally Posted by rYuxq View Post

    By the way: Is there a releaste date for 4.15 already?
    literally a few scrolls up buddy

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  2. #242
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    Quote Originally Posted by Luos View Post
    literally a few scrolls up buddy
    Sorry, I thought I read the whole 6th page but aparrently, I skipped a few one liner posts... Thanks!

  3. #243
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    Looks like rendering of glowing stuff is weird now. (even if the last one is intended, it is broken for my purposes... i need to workaround that now <.<)
    Last edited by Yaeko; 02-11-2017 at 05:39 AM.

  4. #244
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    Quote Originally Posted by Yaeko View Post
    Looks like rendering of glowing stuff is weird now. (even if the last one is intended, it is broken for my purposes... i need to workaround that now <.<)
    I am struggling with the same problem - according to this answerhub thread about the tonemapperfilm default change where I asked this question, the bloom default values have been changed to be more physically realistic. I am looking forward to the major release notes that will hopefully explain the changes in more detail, and what can be done to replicate the 4.14 behaviour.

    I am not aware from access to the bloom settings apart from postprocess volumes. So if I may ask, how do you work around that? Changing the materials themselves?
    Last edited by necspenecmetu; 02-11-2017 at 08:15 AM.

  5. #245
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    Having a big problem with 4.15P4 and Daydream not rendering anything. Can easily reproduce it with the FirstPersonTemplate and filed a bug report here: https://answers.unrealengine.com/que...plate-and.html

    It did not occur before the Google SDK was updated in 4.15 and does not occur in Google's 4.14 branch

    Many thanks in advance for any info!

  6. #246
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    Samaritan
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    Quote Originally Posted by necspenecmetu View Post
    So if I may ask, how do you work around that? Changing the materials themselves?
    I just turned down the Strength of the glow, but you never get rid completely of the wrong colors.

    I had lasers that were

    Red
    Green
    Blue

    and after the patch they were

    Orange
    Light Green
    Purple

    I could not get back my old colors, but i got somewhat close to, with material and Emitter-changes.

  7. #247
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    hmm, someone might want to look into https://answers.unrealengine.com/que...fects-ano.html and hope it gets fixed for 4.15
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  8. #248
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    I am a bit worried after reading about all these color issues. I dont have that deep understanding of the issue but Epic, is it really desirable to force things to be realistic when many games need colors to be unrealistic but nice and bright ? I don't see reason why to break something when it is already working great. Can someone point me to some thread or article which would explain reasons behind these changes ?

  9. #249
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    Quote Originally Posted by Yaeko View Post
    I could not get back my old colors, but i got somewhat close to, with material and Emitter-changes.
    I assume you tried the console command r.TonemapperFilm 0 ? I don't have problems with the colors, but rather the bloom intensity.

  10. #250
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    Samaritan
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    It would appear 4.15 is out.

  11. #251
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    Uh, that might have been a temporary glitch. The Launcher did say 4.15.0 without the "Preview" indicator. But clicking to install it says 4.15.0 Preview 4, and now the drop-down says 4.15.0 Preview 4.
    Last edited by christopheraugustus; 02-12-2017 at 07:45 PM.

  12. #252
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    I have found that the newly supported customStencil has broken on mobile:

    https://answers.unrealengine.com/que...on-mobile.html

  13. #253
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    I too would like to know all steps how to make it exactly look like in the last version (4.14). Setting r.TonemapperFilm to 0 and tweaking bloom is not enough to get the old look back as is described in https://answers.unrealengine.com/que...-in-415p1.html . The whole scene but especially exponential height fog looks extremely overexposed. Tweaking the exposure setting in post process setting does not result in the old look.

  14. #254
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    Quote Originally Posted by christopheraugustus View Post
    Uh, that might have been a temporary glitch. The Launcher did say 4.15.0 without the "Preview" indicator. But clicking to install it says 4.15.0 Preview 4, and now the drop-down says 4.15.0 Preview 4.
    There is a glitch with the Launcher that may cause it to occasionally drop the "Preview" text. We are looking into it.

    Cheers
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  15. #255
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    is there an ETA for final version of 4.15?
    Current Projects:

    • Email: tessaro.unrealdeveloper@hotmail.com
    [LFW][PAID] Blueprint specialist, send me a PM or email if you need help for your project.

  16. #256
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    Quote Originally Posted by FilipeTessaro View Post
    is there an ETA for final version of 4.15?
    We are targeting within a week.
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

  17. #257
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    Question

    Quote Originally Posted by Stephen Ellis View Post
    We are targeting within a week.
    Can we please fix:https://answers.unrealengine.com/que...plate-and.html first? Or at least have a communicated workaround?

  18. #258
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    I have found that the newly supported customStencil has broken on mobile:

    https://answers.unrealengine.com/que...on-mobile.html

  19. #259

  20. #260
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    I've 'supposedly' a Nvidia Flex/Hairwork/VXGI build of 4.15 but i'm spending way too much time fixing the header issues. Any tips ? I've a working 4.14.3 build that i'm using as reference but it gets tricky really.

    Is there any tricks to check current dependency of functions in Visual Studio? Some Nvidia files have some random dependency, it's quite painful to figure out.
    Last edited by Maxime.Dupart; 02-14-2017 at 06:19 PM.

  21. #261
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    please add copy&paste tracks in sequencer

  22. #262
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    Quote Originally Posted by kjustynski View Post
    Is there any chance for "Function inputs to automatically create Local Variables when added" in near future?
    If you could do one small thing for Blueprints in this or next release - please do this one.
    It's one of weirdest annoyance you encounter when you switch from "standard" programming language to fully visual Blueprints. I would save one bad word every time I need to use local variable in complex BP function...

    https://issues.unrealengine.com/issue/UE-6936
    Come on, it got 21 votes
    I would also really like this feature. The variables must exist behind the scenes or something because you aren't allowed to make one with the same name as the input parameter.

  23. #263

  24. #264
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    Quote Originally Posted by CleanCut View Post
    unassigned - What is waking up my physics?[/B][/B][/B][/B]



    That looks like a problem since the PhysX 3.4 update too...
    Hevedy - Image Tools: https://hevedy.itch.io/imagetools

  25. #265
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    Is there a way to get the "old" Blueprint-System back?

    The "new" one is a total mess...

    Everytime you Copy/Paste something within a BP (a Mesh for Example) it gets attached to whatever i have selected at that moment, while keeping its offset to the Part it was attached to before.

    This is a total pain in the a** because everytime you copy/paste something, you have to detach, and re-attach the recently pasted item, and then you have to bring it back to the old location and/or rescale it, to properly use it for what you initially wanted to use it.

    Also, if i Copy/paste multiple Meshes into a BP, they all get attached to one of them, and every location/scale is messed up. (before 4.15 i could just copy/paste stuff from one BP into another, without having to worry that everything gets weirdly attached without any sense, displaced and rescaled)


    Regarding the new Tonemapper:

    For everyone who still has problems with particles that turn Purple instead of blue, add a bit of green, that fixed it for me.

    Before adding another color:


    After adding Blue to Red and Green to Blue:


    But this does not work for Materials - not that the new Tonemapper looks bad, but you have to get used to it - especially if it affects Gameplay-relevant stuff.
    Last edited by Yaeko; 02-15-2017 at 07:57 AM.

  26. #266
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    4.15 is just released yes?

  27. #267
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    Quote Originally Posted by Dannington View Post
    4.15 is just released yes?
    In launcher here!

  28. #268
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    Pretty Neat!

  29. #269
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    RELEASE!

    4.15.0 is now available: https://forums.unrealengine.com/show...4-15-Released!

    I'd like to thank everyone once again who helped us test during this preview, we were able to catch and address a number of issues thanks to you.

    I am now closing this post, please continue any 4.15 discussions on the new thread. And remember as always, please report any new issues you find to the UE4 Answerhub.

    Cheers
    Stephen Ellis | Lead Engine Support Technician | Epic Games | @TheEpicStephen
    How to report a bug | >>Click here to report a bug<<

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