4.16’s release is right around the corner and that means it’s time to preview what you can expect to see in this new update! Engine developers Lina, Josh and Ori will be joining us to discuss what features you can look forward to and why they were implemented. There is a ton to talk about and a lot of different areas of the engine that have been updated, so will want to tune in for this one!
We’ll be on a tight schedule for this one, so we won’t be taking questions on the stream, but feel free to ask here anyway and we’ll see about getting you answers.
Ok, so some bad news, there are more things going on in the stream room on Thursday again. I am going to work with the team today to get a recorded video out for it, so at the very least we’ll have the stream still, but it won’t be really live We’ll still try to follow up with questions here.
I know there’s lots of new cool things in 4.16 but can you please make sure you guys go over a basic setup for volumetric lights?
I kind’ve have it working in a test project but it’s very trial and error and I’m not really sure if it’s right or what the actual limitations of the implementation are thus far.
[Question] Is the new fog something that can be used in VR or is it too demanding? Can it be rendered at a lower resolution, like transparent geometry?
[Question] Will we be able to asynchronously load maps with the new Asset Manager?
Yes, for sure, but this is the overview stream and we won’t be getting into depth with anything in particular. Later on we’ll be doing a stream with to cover how to create the volumes and tune their settings. It’s scheduled to be the next thing to cover for 4.16 as a Thursday stream.
[Question] Can you show a very quick example of 1) Vertex & Texture Painting on Skeletal Meshes, 2) usage of Epic’s new control rig?
[Question] Can you provide more info on the character customization system shown in the GDC talk v=r40PJ6r_P4c – I didn’t find much about it after the presentation.