Just to clarify.
Are we allowed to use the new hair and eye shaders in marketplace content submissions for character models?
Just to clarify.
Are we allowed to use the new hair and eye shaders in marketplace content submissions for character models?
[=UnrealAbhi;503311]
Just a heads up for people updating to UE 4.11 release version. There are few annoying bugs i.e. if you start the game with bShowMouseCursor in PlayerController, after ejecting you can’t move camera/actors, making possess/eject feature kind of unusable. And subclassing AWorldSettings will cause Hotreload to always crash :(. Thanks for a great update Epic. great to see lot of Paragon features making their way into 4.11
[/]
Hey UnrealAbhi-
I wanted to let you know that the hot reload crash with custom world setting class is a known issue that should be fixed in a future engine update.
[=;504146]
Blender does good job decimating meshes, while preserving weights and UVs.
MeshLab is very good for static meshes.
InstantMeshes is good too.
[/]
Yeah I usually do it in Modo but I would love to be able to generate Hierarchical LODs in the engine. Saves a lot of time. We even used to be able to do it for free back in UDK since Simplygon didn’t require an additional license back then, it came with the engine.
[=;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.
[/]
It looks like this was made for Paragon exclusively.
This is a mistake not proposing some custom Hierarchical LOD for all that does not rely on Simplygon.
[=;504197]
Yeah I usually do it in Modo but I would love to be able to generate Hierarchical LODs in the engine. Saves a lot of time. We even used to be able to do it for free back in UDK since Simplygon didn’t require an additional license back then, it came with the engine.
[/]
True that. Isn’t this something like what Simplygon used to do: https://forums.unrealengine/showthread.php?98648-PLUG-IN-Automatic-LOD-Generation-for-Static-Meshes ?
I’m excited to try the new release, but I can’t seem to get past a crashing bug regarding the leap plugin. I tried to disable the leap in 4.10 version I was using, but that doesn’t make 4.11 ignore the leap. It crashes every time before finishing the load up.
[= ;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.
Cheers!
[/]
Thank you very much! Wasnt there a new skin or something set up?
never mind, I was able to find it in the Engine/Plugins/Runtime directory. I removed Leap related folders and it started up for me.
I have a question, why is bSupportsKeyboardFocus deprecated?
I see nothing about it in the patch notes, and no other information or nothing.
“Warning Set bSupportsKeyboardFocus is deprecated; please replace or remove it.
Warning Variable ‘bSupportsKeyboardFocus’ for Set bSupportsKeyboardFocus was deprecated. Please update it.
Warning [0221.88] Compile of MyCharacter successful, but with 2 Warning(s) [in 2,169 ms]”
[=;504274]
I have a question, why is bSupportsKeyboardFocus deprecated?
I see nothing about it in the patch notes, and no other information or nothing.
“Warning Set bSupportsKeyboardFocus is deprecated; please replace or remove it.
Warning Variable ‘bSupportsKeyboardFocus’ for Set bSupportsKeyboardFocus was deprecated. Please update it.
Warning [0221.88] Compile of MyCharacter successful, but with 2 Warning(s) [in 2,169 ms]”
[/]
The default value was changed from true to false, as we found doing Paragon that’s a better default. More often that not your user control isn’t what you want to be focusable. Sometimes it is, but more often than not you’re just making containers for other focusable elements.
Just use bIsFocusable now. The only way to change a default value in unreal safely is to deprecate the old property and make a new one, and transfer old values to the new one from the older versions, otherwise you overwrite’s old default which they may have been using.
Getting insta-crash when trying to open one AI character blueprint. Also if the same blueprint is spawned during playing. I can add it in editor and 3d model and settings look right. But getting crash everytime if trying to open the blueprint. Another AI character allows to open blueprint and having it placed in editor, but spawning during play also cause freeze. Else my project map load correct in editor.
If having those crashing AI blueprints placed in editor, I can start play. After 1-2sec playing getting crash. MachineId , but not getting any visible code in crash reporter.
Here is dump files. https://www.dropbox/s/k23rp69h51hzq65/CrashDump.?dl=0
Getting this message in log everytime
[2016.04.01-20.43.36:752][452]LogWindows:Error: === Critical error: ===
Assertion failed: AllEnabledTickFunctions.Remove(TickFunction) == 1 [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp] [Line: 811]
[2016.04.01-20.43.36:791][452]LogExit: Executing StaticShutdownAfterError
Edit: Will make ticket too.
Found out that 4.11 save about 20% gpu and 10% cpu time. Nice work.
[=Kalle_H;504320]
Found out that 4.11 save about 20% gpu and 10% cpu time. Nice work.
[/]
On mobile too ?
[=;504306]
Getting insta-crash when trying to open one AI character blueprint. Also if the same blueprint is spawned during playing. I can add it in editor and 3d model and settings look right. But getting crash everytime if trying to open the blueprint. Another AI character allows to open blueprint and having it placed in editor, but spawning during play also cause freeze. Else my project map load correct in editor.
If having those crashing AI blueprints placed in editor, I can start play. After 1-2sec playing getting crash. MachineId , but not getting any visible code in crash reporter.
Here is dump files. https://www.dropbox/s/k23rp69h51hzq65/CrashDump.?dl=0
Getting this message in log everytime
[2016.04.01-20.43.36:752][452]LogWindows:Error: === Critical error: ===
Assertion failed: AllEnabledTickFunctions.Remove(TickFunction) == 1 [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp] [Line: 811]
[2016.04.01-20.43.36:791][452]LogExit: Executing StaticShutdownAfterError
Edit: Will make ticket too.
[/]
I had a similar issue too, insta crashing when trying to open a character blueprint (not AI) and anything with reference to that blueprint. That includes gamemodes, game instances etc and the 4.11 project crashed upon load.
Took me between 2-3 hours to find out what’s the cause + fix it (luckily just deleting these in 4.10 then converting to 4.11 worked. Plus I wasn’t using the characters anyway). I had some issues when converting from 4.9 to 4.10 so maybe that’s where it originated for me.
But I must say it was really worth the time spent to update to 4.11!
[=;504306]
Getting insta-crash when trying to open one AI character blueprint. Also if the same blueprint is spawned during playing. I can add it in editor and 3d model and settings look right. But getting crash everytime if trying to open the blueprint. Another AI character allows to open blueprint and having it placed in editor, but spawning during play also cause freeze. Else my project map load correct in editor.
If having those crashing AI blueprints placed in editor, I can start play. After 1-2sec playing getting crash. MachineId , but not getting any visible code in crash reporter.
Here is dump files. https://www.dropbox/s/k23rp69h51hzq65/CrashDump.?dl=0
Getting this message in log everytime
[2016.04.01-20.43.36:752][452]LogWindows:Error: === Critical error: ===
Assertion failed: AllEnabledTickFunctions.Remove(TickFunction) == 1 [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp] [Line: 811]
[2016.04.01-20.43.36:791][452]LogExit: Executing StaticShutdownAfterError
Edit: Will make ticket too.
[/]
Yeah I have that same exact crash.
[=hcenteno;504088]
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!
[/]
Sorry about that. I wrote that bit about DFAO, etc, because I know there are a few higher end features that we postponed until later, but I could only remember that one while assembling the release notes. I asked the VR team to respond with more detailed info.
[=Galeon;504208]
It looks like this was made for Paragon exclusively.
This is a mistake not proposing some custom Hierarchical LOD for all that does not rely on Simplygon.
[/]
There are improvements to the HLOD system across the board, but we’ll try to better in the future to summarize what’s available to versus unique to developers with a Simplygon license. I’ve asked the team to elaborate more, stay tuned.
[=Nightasy;504165]
Just to clarify.
Are we allowed to use the new hair and eye shaders in marketplace content submissions for character models?
[/]
Of course! Just remember to set the minimum supported version appropriately.
[=CKong;503959]
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.
[/]
you might making your level with layers, i’m going to try that cuz i had the same problems… i believe in layers you can bake each layer separately…
EDIT: layers didn’t work for some reason… but levels did
[=;504303]
The default value was changed from true to false, as we found doing Paragon that’s a better default. More often that not your user control isn’t what you want to be focusable. Sometimes it is, but more often than not you’re just making containers for other focusable elements.
Just use bIsFocusable now. The only way to change a default value in unreal safely is to deprecate the old property and make a new one, and transfer old values to the new one from the older versions, otherwise you overwrite’s old default which they may have been using.
[/]
Ah, thanks alot for clearing that up. Great work on the latest release, cheers!