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Thread: Engine Features Preview 4/02/2015

  1. #1
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    Unreal Engine Developer
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    Engine Features Preview 4/02/2015

    We’re excited to share a few of the new features now available on the Master branch on GitHub. To be able to try out these new features, you will need to download the source code for the Master branch and build the Engine yourself. For more information about how to build the Engine from source code, please see this page. The Master branch on GitHub is constantly being updated and is not quality tested so it may be potentially unstable. We do not recommend using the Master branch for project development. If you wish to wait, these features will be made available to all in an upcoming official release.


    Engine News

    New Features

    New: “Radial Impact” Sample Project!

    This game from Devin Sherry is fast-paced, with three different game modes to choose from. Circles are dynamically generated and you click to interact with them at just the right time. The game also plays itself while you are in the menu system. Check out the video tutorials to learn how to add elements like these to your own game!

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    To download this project please check out our new Community Contributions section within the Learn tab of the UE4 launcher!


    Improved Auto Convex Collision

    We changed the editor to use a new library for generating auto convex collision in the Static Mesh Editor. It is called V-HACD (https://code.google.com/p/v-hacd/), and replaces the HACD library we used before.

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    New: Improved Shader Complexity for Decals

    The “Shader Complexity” view mode has been updated to visualize the overhead of decals.

    Shader Complexity view can be used to see the impact on the pixel shading cost. It uses a pixel shader cost estimate and accumulates where multiple decals overlap. The following shows a scene without (left) and with decals (right), in normal rendering (top) and with the ShaderComplexity enabled (bottom):

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    ​The darker color indicates a higher performance cost of those pixels. This information can be used to optimize the right shaders, remove barely visible decals or place them more efficiently. Note that the decal masking feature currently is not taken into account yet (masked parts should have a smaller constant cost because of using the stencil hardware feature).

    Shader Complexity view is available in the viewport menu or by typing "viewmode ShaderComplexity" in the developer console.


    New: Turntables in Persona

    We now have a turntable within Persona! You can access it from Persona's viewport toolbar:

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    Play will make it turn. Pause will make it stop and keep its current orientation. Stop will make it stop and reset its orientation. You can choose from a variety of speeds.

    It works for all Persona modes: Skeleton, Skeletal Mesh, Animation and Anim Blueprint.

    We have also added an Icon to the Playback Speed button, so it is easy to tell it apart from the Turntable Speed button at a glance.
    Brandon Sieprawski
    Documentation QA / Support

  2. #2
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    Champion
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    Every new "features preview" thread makes me smile Great job Epic!

  3. #3
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    Great stuff as always!

  4. #4
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    VS2015 support please, at least for DX12EAP members D:

  5. #5
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    V-HACD looks awesome

  6. #6
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    Promoter

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    V-HACD is a huge improvement, thanks for adding that.

    On a lighter side, were you folks at Epic waiting for April 2 to post this, just so that it doesn't appear that these new features were April Fool's joke.

    Didn't stop other vendors from making jokes tho: http://www.geforce.com/whats-new/articles/nvidia-announces-new-titan-mini
    Linux Support page (Wiki): https://wiki.unrealengine.com/Linux_Support
    Linux Demos page (Wiki): https://wiki.unrealengine.com/Linux_Demos
    My Unreal Engine 4 Linux repo: https://github.com/3dluvr/UnrealEngine/

  7. #7
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    I was using planes for decals. Good that shaders are better now.

  8. #8
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    Visionary
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    The new auto collision looks amazing. Great work.

  9. #9
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    Hi all there,
    Thank you Epic for this new,

    i am not familiar with source but this Templates below are new, non ?

    -- FP_FirstPerson
    -- FP_FirstPersonBP
    -- TP_BlankWithPlugin


    I do not see this templates in Unreal Engine 4.7.3 Binaries ?

    Thank

  10. #10
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    The new auto generated collisions look great!

    On the turn table, does the character actually turn so it has the Light source update? or ... Is it a camera rotate around the static model and constant light source?

    Thanks for being Epic! =)

  11. #11

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  13. #13
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    Looking forward to checking out the new auto collision creation with V-HACD. It looks fantastic. Great improvements, as always, guys!

  14. #14
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    Samaritan
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    I always keep an eye out for these feature previews. Impressive work. V-HACD looks like it was really needed, good job.
    Currently working on PARGSoft Football

    My day job is a C# ASP.NET Developer, I wish it was a games developer

  15. #15

  16. #16
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    Some awesome additions, keep up the good work Epic!

  17. #17
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    so, so awesome!
    I could hug you all!

    also.. psst.. any news on improved LOD-importing?

  18. #18
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    Say I just upgraded to 4.7.4 and I noticed that in my project their is a new directory call "Developers". What's the intent of this directory? Is it a common area where I can place things in for ALL of my projects? That would be very cool!

  19. #19
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    Samaritan
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    Amazing work as usual! Love the new generator! /bowbow/

  20. #20
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    Quote Originally Posted by Demolition Man View Post
    Say I just upgraded to 4.7.4 and I noticed that in my project their is a new directory call "Developers". What's the intent of this directory? Is it a common area where I can place things in for ALL of my projects? That would be very cool!
    Hi Demolition Man,

    This folder is meant to be a repository for developers using source control to place their created assets. You can turn this off by unchecking the "Show Developer Folder" in the Content Browser Options menu.
    Adam Davis | Marketplace Support | Epic Games
    How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

  21. #21
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    Quote Originally Posted by Adam Davis View Post
    Hi Demolition Man,

    This folder is meant to be a repository for developers using source control to place their created assets. You can turn this off by unchecking the "Show Developer Folder" in the Content Browser Options menu.
    OK. Thanks Adam. Just wondering what the directory is supposed to be used for.

  22. #22
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    Amazing improvements as always! V-HACD looks really great!

  23. #23
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    Infiltrator
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    Wow! I like the new result from the auto convex collision. It seems like is going to save lot of time from trying to make and fix collision manually. Can't wait to try it!

  24. #24
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    Thumbs up for V-HACD!

  25. #25
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    Just a preview request if I may be so bold..

    How does V-HACD work for meshes that have openings, such as doors / windows / crawlspaces? Would it be possible for a screenshot of that type of mesh with V-HACD applied? I ask this because if it works well enough, then I won't need to spend the time creating my own collision meshes and I can just wait for implementation.

    Regards,

    SaviorNT

  26. #26
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    Veteran
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    Quote Originally Posted by SaviorNT View Post
    Just a preview request if I may be so bold..

    How does V-HACD work for meshes that have openings, such as doors / windows / crawlspaces? Would it be possible for a screenshot of that type of mesh with V-HACD applied? I ask this because if it works well enough, then I won't need to spend the time creating my own collision meshes and I can just wait for implementation.

    Regards,

    SaviorNT
    You can already opt to have the mesh use complex collision as basic, so it uses the entire mesh as its collision mesh without needing to go into max/maya/blender.

  27. #27
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    If the link examples are indicative of what will be in the next release, then they should work fairly well. I would still like an ability to edit the vertex points of the collision mesh. Not sure how that would impact performance (if any) though.

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