Since 4.12.5 using perforce and a C++ empty base project with folders in the c++ folder going GAMENAME//SOMEFOLDER/something.cpp and GAMENAME/private/SOMEFOLDER/something.h.
It shows up fine in the solution file and compiles, but doesnt show up in content browser c++ classes folder for 2 people on my team using 4.12.5 including myself.
Others on 4.12.3 however have both folders visiable. Same revision.
[=;561481]
Since 4.12.5 using perforce and a C++ empty base project with folders in the c++ folder going GAMENAME//SOMEFOLDER/something.cpp and GAMENAME/private/SOMEFOLDER/something.h.
It shows up fine in the solution file and compiles, but doesnt show up in content browser c++ classes folder for 2 people on my team using 4.12.5 including myself.
Others on 4.12.3 however have both folders visiable. Same revision.
Bug?
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Hey , it would be best to make an AnswerHub Bug Report post with this info (and as much additional info you can provide). It sounds like either a bug or editor/ini setting mismatch, theyâll be able to dig deeper into it. Thanks!
Sorry if repreating too much, but I hope UE-32034 (Landscape splines in sublevels causing crash) isnt forgotten. Cant wait to playtest my Project map again which havent yet worked in 4.12 (no problems in previous builds).
Has anyone else been having issues with Spotlights after the update? Whenever I add one to a scene and it looks fine but when I build lighting the actual light disappears.
[=;562252]
Sorry if repreating too much, but I hope UE-32034 (Landscape splines in sublevels causing crash) isnt forgotten. Cant wait to playtest my Project map again which havent yet worked in 4.12 (no problems in previous builds).
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Hi , this should be fixed for the upcoming 4.13 release.
[=polomos]
Has anyone else been having issues with Spotlights after the update? Whenever I add one to a scene and it looks fine but when I build lighting the actual light disappears.
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Hi polomos, I have tested this in a blank project in an otherwise empty map and did not experience any issues with this. I recommend you continue investigating to identify if the is unique to your project or map, and then you may be able to isolate the. If you are able to confirm that it is due to an engine defect, please let us know the details on the Answerhub in the Bug Reports section. Thanks
Iâm not sure if Iâm missing something, but after placing cinematic camera on stage and adding it to Sequencer you can no more keypoint the camera movement by translation tool. Only inside sequencer tool by creating keyframe and changing the translation value manually. I mean, in Matinee you just created a keypoint and moved the camera in-editor, here in Sequencer you have to use only the numbers. As I wrote earlier- maybe Iâm missing something and thereâs an option for this that I didnât see, but now changing the camera translation only by looking at variables is uncomfortable.
Namco just published some new screens on Tekken 7.
Epic has seriously got to do something about making better hair shaders, and making them easier to enable. I hope the traditional way of rendering hair is at least brought back in some form as an option.
Epic has seriously got to do something about making better hair shaders, and making them easier to enable. I hope the traditional way of rendering hair is at least brought back in some form as an option.
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Hair depends not only on shaders. Good textures and geometry (cards count and placement) are also important. In Tekken 7 they have super dense hair clumps on textures, and because of mips it looks like a mess at some distance.
[=Yura_s;567573]
Hair depends not only on shaders. Good textures and geometry (cards count and placement) are also important. In Tekken 7 they have super dense hair clumps on textures, and because of mips it looks like a mess at some distance.
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âhmmmmâ âŚWell, I went over again epicâs Hair profile for my character. I assigned all of the multilayered materials, including dithering + temporal AA as the demonstration describes. The materials have a few things correct but the edges on the hair are just too brutal. and dithering needs too much AA to solve itâs issues. I even tried assigning a dedicated material for the edges of each hair strand, it should have been solved with that but it didnât. the remains.
the solution to having good hair is having the edges of each strand treated with a material that changes the âsoftnessâ. everything about the hair in UE4 currently is being represented hard and heavily aliased. I hope for either some sort of transparency node sorting for the next update or an additional material to soften the degree of hair. the character hair and fir rendering setup can be so much better with this update.
[=SyberBlade;568162]
âhmmmmâ âŚWell, I went over again epicâs Hair profile for my character. I assigned all of the multilayered materials, including dithering + temporal AA as the demonstration describes. The materials have a few things correct but the edges on the hair are just too brutal. and dithering needs too much AA to solve itâs issues. I even tried assigning a dedicated material for the edges of each hair strand, it should have been solved with that but it didnât. the remains.
the solution to having good hair is having the edges of each strand treated with a material that changes the âsoftnessâ. everything about the hair in UE4 currently is being represented hard and heavily aliased. I hope for either some sort of transparency node sorting for the next update or an additional material to soften the degree of hair. the character hair and fir rendering setup can be so much better with this update.
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Best shaders in the world, translucency with ideal sorting, forward or deferred rendering are not able to help with hair look, if corresponding assets are pure ****. And in Tekken 7 (at least for that fat character) hair textures and meshes are **** indeed (maybe it was done intentionally, I donât know).
Agree, hair with dithered mask has aliased edges, but it looks way better than translucent hair with sorting problems and ugly shading. Uncharted 4 has great visuals, and hair with dithered masks/aliasing artifacts was acceptable compromise for the developers.
Epic has seriously got to do something about making better hair shaders, and making them easier to enable. I hope the traditional way of rendering hair is at least brought back in some form as an option.
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That moment when a game from 2001 looks visually more pleasing.
Itâs clearly not good and I was totally unaware that it would be an for some developers with this sort of thing. I had thought UE4 had a next gen solution for hair years ago but actually It was never brought up until version 4.11. At some point people will begin to notice and many already have with tekken 7. A lot of tekken gamers are pointing it out looking more favorable with Tekken Revolutionâs characters.
It seems a better solution for nicer looking hair isnât as easily accessible in UE4. thereâs still a lot of complications to UE4 when enabling the hair profile and assembling it.
[=Yura_s;568195]
Best shaders in the world, translucency with ideal sorting, forward or deferred rendering are not able to help with hair look, if corresponding assets are pure ****. And in Tekken 7 (at least for that fat character) hair textures and meshes are **** indeed (maybe it was done intentionally, I donât know).
Agree, hair with dithered mask has aliased edges, but it looks way better than translucent hair with sorting problems and ugly shading. Uncharted 4 has great visuals, and hair with dithered masks/aliasing artifacts was acceptable compromise for the developers.
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It could work quite well if the right settings were easier to assemble. Metal Gear Solid V and Uncharted 4 are very similar with how their deferred rendering engines render the hair; which consists of masking the alpha, dithering and the usage of anisotropic specularity. Example -
My major concern is how the aliasing doesnât seem to bode well for resolutions below 1080p. itâs a mess for 900p and 720p. The Hair in UE4âs example looks pretty soft but is extremely complex to assemble and it also greatly depends on temporal AA to eliminate the horrible of dithering. -
If you have your AA settings differently it greatly disrupts the example contentâs demonstration. clearly more hair settings and transparency options would be nice.
For any continued discussion on hair shaders, please make a new forum thread dedicated to the topic. This thread is for discussions regarding the 4.12 release, which doesnât have any particular focus on hair.