You were right; the BlackBody node did not change, the new tone mapping is what changed the color of the lava.
I added "r.TonemapperFilm=0" to the [/Script/Engine.RendererSettings] part of DefaultEngine.ini, and indeed it now shows in 4.15.0 like it did in 4.14.3.
It seems to be slightly different (the contrast seems a bit higher, but it looks quite nice actually) but on the compressed gif you can barely even see it.
In 4.14.3 it looks like this:
In 4.15.0 it looks like this:
In 4.15.0 with "r.TonemapperFilm=0" added to DefaultEngine.ini it looks like this:
So I guess it is not a bug, and I will just need to change my shader to get its original colors back. Thanks for the help!
I'm going to put r.TonemapperFilm back to the new one, and then see if I can tweak it to a version that is in between the 4.14 and 4.15 ones.
Last edited by WolfvanVeen; 02-16-2017 at 06:58 PM.
I do like the new tonemapper. Most of my scenes/effects look nicer in 4.15 than in 4.14, but it would still be nice to have the option to have a strong emissive color without that color turning to white.
It seems our SVN source control isn't working anymore after updating the project to 4.15
Anyone else have this issue?
I have strange artifacts i didn't have before in 4.14.
It happens both with the forward and deferred renderer and i tried tweaking settings but wasnt able to solve this problem.
Please help mee !
Is there some changes to how static meshes can share lightmaps between lod levels? I have noticed that in 4.15 all lod's have unique lightmaps. This causes horrible popping. It's also make lightmass build time so much slower. It's even increased level built_data to be three times as much as in 4.14. Totally unusable.
Did I miss some patch note? All my lods are auto generated. All my meshes have 2-5 different lod levels.
for anyone interested in the New: Flight Stick and Steering Wheel Support (Windows)
After a lot of trial and error I figured of the axis keys for the Thrustmaster T-Flight Hotas X
Axis 8 = ? No affect
Axis 7 = ? No Affect
Axis 6 = Z Axis.
Axis 5 = RZ Axis.
Axis 4 = Slider 0
Axis 3 = Y Axis
Axis 2 = X Axis
Axis 1 = HAT, No idea how You would be able to configure Multiple axis
There seems to be an issue with the Yaw pitch & roll axis.
If i Set yaw input value to 1 it will rotate permanently clockwise. if I set it to -1 it will do the same anti clockwise.
Using the input to yaw the apposite way only stop the spinning but doesn't turn in the other direction.
I have tried multiple setups in the input settings without results.
Is it me or is there a BUG?
We also got the SVN Error after updating to 4.15
I hope this will be a fix soon.
Last edited by WAII; 02-17-2017 at 11:18 AM.
Awesome news! Keep up the good work guys!
Tonemapper did change the colors of our game dramatically but, adjusting it to get it back to how it was, wasn't that hard.
First, precision in terms actually helps communication!Pfft, semantics. Almost always the concrete backing data structure is an array.
Second, if they use hashing-with-chaining, there might be an array in there for the head of the chains, but each data element lives in a chain (linked list,) not an array.
The other common set / dictionary implementation is with a tree of some sort, at which point there is no array at all used in the implementation.
The semantics and performance characteristics of arrays are totally different from hashed or sorted sets or dictionaries, hence why the difference actually matters to engineers. I'm sure you already know this; just repeating in case someone else is reading this and didn't yet :-)
(At the very lowest layer, memory is of course like an array of bytes, and pooled allocators are a thing, but that doesn't change the performance characteristics of the different containers to the main program.)
As far as I checked it is actually version 1.10 (plugin version 1.2, SDK version 1.10 to be precise).VR
New: Updated the GoogleVR SDK to version 1.01.
The reason the blueprint API is missing a RemoveTag function is because I forgot to add one. I'll add one for 4.16. For things like Damage Types they may be moved to GameplayTags in the future, but it's very hard to do that without breaking backward compatibility with other projects that may have been using them, so I'm not sure what the plan is yet.
Regarding tag usage the full documentation isn't ready yet, but I put a blog entry today discussing the basics of how to use it: https://www.unrealengine.com/blog/us...content-in-ue4
I'll be checking it out a bit later myself but can't update the engine just yet.
I'd suggest putting "Remove Tag" into 4.15.1, together with improvements to lightmap sharing.
Can anyone explain how can I use the gameplay tags? How to add that to actors? There are no docs yet.Thanks a lot!
This was written 5 hours ago. Now, I really want to go to sleep. Tell me, if it's useful.
Substance Plugin is unavailable in ue4.15 , and It could not open the project which use the plugin.
DPI scaling bug has returned.
UE4 Git 2 Source Control Plugin - (v1 integrated by default in Beta status since UE4.7)
UE4 Plastic SCM Source Control Plugin (0.9.8 beta for UE4.15)