WHAT
4.17 is about to be released and our lovely Technical Director, Mike Fricker, will once again join the livestream to give us an in-depth overview of what features you can expect to see soon. There are many new features, so be ready to buckle in and learn all about the brand new updates!
Feel free to post any questions you have to this thread. Do know, however, that time will be tight since we have tons of information to provide, but we’ll try to get to any questions if possible.
[Question]
Any news on the modding updates making it into 4.17? There was some talk at GDC that changes were coming to make the process of adding mod support much easier supposedly in 4.17,4.18.
What is the status of better shadow map filtering? Is it slated for 4.17? Will the better filtering be a high-end only feature, or is the plan to improve shadow maps with lower-than-epic settings too? Do you plan on implementing slope scaled shadow map depth bias since currently shadow map acne is a pretty severe problem?
Are you finally gonna have an Oculus online subsystem that actually works through only blueprints? It is still missing the most important node, which is Join Session, so all the Oculus Online Subsystem nodes that are available so far are quite useless, since you still need to go into C++ to set a net ID for the player in order to use the standard Join Session node. A quick Google search for this issue will reveal how many people are struggling because of this unfortunate oversight. Also, why are there still no Oculus Touch nodes that provide the location and velocity of the motion controllers, like Vive nodes?