4.11 Released!

well… thanks for the upgrade.

but in my project, the character pawn started to pass through the ground/landscape object and fall down to infinity :frowning:
char is a copy of top down character, and current template is working correctly.

– found the problem. my bad :slight_smile:
I had a collision disable node in a blueprint somewhere for the character.
The interesting part is, this node created no problems on 4.10… strange.

“New: Give access to SceneDepth in WorldPositionOffset”
What this mean?

[=;503537]
Sounds like thisdocs.unrealengine/latest/INT/Platforms/VR/VRCameraRefactor/index.html
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I was looking for this as well thanks!

[= ;503454]
Content Examples for Hair, Eyes, and Cloth

Hi all, I’ve spotted a few people ask where the examples for the new Hair, Eye, and Cloth shaders are. Answers have been provided by others, but I want to try to highlight that here.

  1. In the Epic Games Launcher, on the Unreal Engine tab, navigate to the Learn page.
  2. Under ‘Engine Feature Samples’, download the Content Examples project for 4.11. Make and open a new project from it.
  3. The Hair and Eye examples are located in the new Character_Rendering map
  4. The Cloth shader is located in the existing Cloth map, where the existing materials have been updated.

Cheers!
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://s15.postimg.org/5dwiurjor/Hair_Shading_Bug.jpg

Hair shading example look quite bugged.

I checked post date, and it is NOT APRIL FOOLS. :smiley:
So many great things.
Now i have serious existential problem: 4.11 or cpt. Morgan + coke tonight.

4.11 + cpt. Morgan + coke <3

Was just about to post “hope this aint no april fools jk maaan” ;D

[=Feng-;503712]
After set show mouse cursor true,I can’t get the MouseX and MouseY value
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see https://answers.unrealengine/questions/394596/show-mouse-cursor-disables-mouse-events.html

Wow the VR camera refactor is good stuff. With this it’ll be so easy to use head movements to dodge incoming projectiles.

Thanks for the release. Cant wait to try it one substance and 's plugins get updated. :slight_smile: So excited.

Will there be any version in the near futures that include the ability to build/ bake lighting for objects separately, like the ability to bake lighting separately in Unity? My scene take at least 1 hours to build, and it is quite a killer for my motivation.

Epic release is epic!

But are there any benefits upgrading from 4.10 to 4.11 for my Android project?

Hey UnrealAbhi-

Could you make a post on the AnswerHub (https://answers.unrealengine/index.html) about the AWorldSettings crash that you’re getting? Please be sure to include as much information about the crash as possible include the callstack and any log files generated for the crash. Let us know once you have and include a link to the post and we will investigate further.

Cheers

[=TheAgent;503709]
Splitscreen mode looks pretty messed up in standalone mode but works fine in pie? Coming from 4.9 - 4.11

I also get this error and then it crashes after a short period of time

Assertion failed: AllEnabledTickFunctions.Remove(TickFunction) == 1 [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp] [Line: 811]

https://answers.unrealengine/questions/397286/splitscreen-broken-in-standalone-mode.html
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To add to this, on a new project the issue doesn’t happen. So it must be specific to my project somehow.

hmm… emcc compile seems to be broken in this release. html5 export does not work. UE does not create the .emscripten (environment settings) file and does not accept the ones I create, tries to delete it.

https://answers.unrealengine/questions/397436/emscripten-compile-error-missing-file.html

can anyone update me on Flex & 4.11?

So, can some one please tell us if 3D spatialization now works on Gear VR ? (re: “Updated OVR Audio SDK”)

If not, can it be available with 4.11 hotfix or do we have to wait till 4.12 or there is no plans making it work on Gear VR ?

Does anyone know if there’s a list somewhere of rendering features that don’t work with Instanced Stereo turned on? I can see that the new features list mentions “there are a handful that are not supported yet (DFAO, for example.)” but it would be good to have a comprehensive list to plan project development or project upgrading.

Cheers and thank you for your impressive work!

[=NVSemin;503995]
can anyone update me on Flex & 4.11?
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Its coming, I am working on my merged branch for 4.11. See my signature for location (currently pointing to 4.9.2 will update once I have finished upgrading).

Awesome release!
Glad to see the Hierarchical LOD system taking shape. Sad that it still relies on Simplygon which doesn’t even sell their SDK to smaller teams. :frowning:

[=;504119]
Awesome release!
Glad to see the Hierarchical LOD system taking shape. Sad that it still relies on Simplygon which doesn’t even sell their SDK to smaller teams. :frowning:
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Blender does good job decimating meshes, while preserving weights and UVs.

MeshLab is very good for static meshes.

InstantMeshes is good too.