Console command foliage detail!?
Greetings
Can someone please tell me how is the way you configuer Foliage detail in the console commands!?
…For exemple antialising is sg.AntiAliasingQuality (1-4)
…How is it for foliage???
Thanks!!!
Console command foliage detail!?
Greetings
Can someone please tell me how is the way you configuer Foliage detail in the console commands!?
…For exemple antialising is sg.AntiAliasingQuality (1-4)
…How is it for foliage???
Thanks!!!
[=;543017]
Greetings
Can someone please tell me how is the way you configuer Foliage detail in the console commands!?
…For exemple antialising is sg.AntiAliasingQuality (1-4)
…How is it for foliage???
Thanks!!!
[/]
It’s just sg.FoliageQuality
Awesome! I was really waiting for this! Thank you for the bug fix of not being able to rotate skeletal meshes that are simulating physics! Was finally able to add a simulating physics antenna to my flying character.
Sorry to bother but is this other gonna be fixed any time soon? On the thread it says it was listed as high in priority but that was over a year ago, it seems to have fallen into the forgotten bin lol.
I also been experiencing that. When I tried attaching a simulating physics antenna to my flying character as a separate object it would lag behind and move out of place. If that would get fixed I could interchange the simulating physics part (the antenna) without having to redo the whole skeletal mesh each time I want to change it.
[=Jiri.Dockal;542825]
Does not work me either. Galaxy Note 3. No shadows with stationary light - even in editor with Android preview renderer.
[/]
They are working as I can see, but it looks like one thing is not made clear in the release notes.
At this point you should see dynamic shadows for movable objects that have the value set to receive them. For instance, you don’t necessarily need to set the value for the actual movable object, but the floor is receiving the dynamic shadow so it needs to make sure it has been enabled to receive the shadow via the flag in its Details panel.
I hope this helps clear up any confusion.
Working perfectly now. Thanks for great explanation.
Hello guys,
Is there any hotfix planned ? Download size is a problem for me, if any hotfix will release in this week i can wait for that
Thanks
[= ;543110]
They are working as I can see, but it looks like one thing is not made clear in the release notes.
At this point you should see dynamic shadows for movable objects that have the value set to receive them. For instance, you don’t necessarily need to set the value for the actual movable object, but the floor is receiving the dynamic shadow so it needs to make sure it has been enabled to receive the shadow via the flag in its Details panel.
I hope this helps clear up any confusion.
[/]
Workflow would need some improvements. It just pain in the *** and too easy to make bugs if artists/designers need to manually toggle each and every mesh. So I then just added r.AllReceiveDynamicCSM=1 and now it’s work for everything but now I can’t exclude any objects. It’s also bit odd that is’s setting in primitive component and not at material. It’s also seem to cause horrible shadow acne on skeletal meshes. But compared to old modulate shadows it’s way better.
this id the greatest engine to have the most majestic elements to create so many landscapes & characters
Hi
[=;543161]
Workflow would need some improvements. It just pain in the *** and too easy to make bugs if artists/designers need to manually toggle each and every mesh. So I then just added r.AllReceiveDynamicCSM=1 and now it’s work for everything but now I can’t exclude any objects. It’s also bit odd that is’s setting in primitive component and not at material. It’s also seem to cause horrible shadow acne on skeletal meshes. But compared to old modulate shadows it’s way better.
[/]
I agree the workflow is not ideal. The shadows do add a significant cost to the base pass for all materials and in our test cases. For 4.13 we’re currently working on automatic culling of receiving primitives to make the perform better with r.AllReceiveDynamicCSM=1 (ticket UE-27429). If it works well enough we can default to 1.
I believe the shadow acne is an iOS specific. We had something similar with modulated shadows that we needed work around on iOS. I’ve entered ticket UE-31697 to look at it.
Cheers
UPDATE!
The 4.12.1 Hotfix is now live! This includes fixes to over 20 issues, including many important stability fixes for crashes.
If you experience a bug with the 4.12.1 Hotfix, please remember to log a bug report for the on the UE4 AnswerHub to the Bug Reports section.
Fixed in 4.12.1
Fixed! UE-31570 Crash in StaticDuplicateObject while compiling or editing variables in blueprint widgets
Fixed! UE-31550 Using Integer Bitmask crashes editor
Fixed! UE-23371 [CrashReport]UE4Editor_GraphEditor!FNodeFactory::CreateNodeWidget() nodefactory.cpp:91
Fixed! UE-26761 Crash When Compiling Child Blueprint Containing a Custom Event with the Same Name as its Parent’s Event
Fixed! UE-31443 Crash occurs clicking “Select All” in Foliage Tool in QA-Sequencer map
Fixed! UE-31183 [CrashReport] UE4Editor_Engine!FAnimNode_StateMachine::Evaluate() [animnode_statemachine.cpp:745]
Fixed! UE-31574 RemoveNaNTracks causes anim DDC data to be regenerated every load on old animations
Fixed! UE-31445 [CrashReport] UE4Editor_DetailCustomizations!FBodyInstanceCustomization::GetDefaultCollisionProvider() [bodyinstancecustomization.cpp:35]
Fixed! UE-31255 Shipping Builds packaged for WinXP 32 bit crash when opening on Win7
Fixed! UE-31492 Can no longer generate a dsym on Mac
Fixed! UE-25561 IAP information node causes hang if connection is disconnected
Fixed! UE-31539 GPU crash on due to GS mode not getting disabled when using parallel contexts
Fixed! UE-31247 Emissive for Static Lighting discarded upon Re-opening Level or Restarting Project
Fixed! UE-28817 [CrashReport] UE4Editor_Engine!FStaticLODModel::Serialize() [skeletalmesh.cpp:1261]
Fixed! UE-15903 [CrashReport] Lighting build triggers array out of bounds crash
Fixed! UE-31620 Roughness Calculation is incorrect in 4.12
Fixed! UE-26288 Crash on unchecking Generate Lightmap UVs and Applying with Mesh already assigned and painted as Foliage
Fixed! UE-31182 [CrashReport] UE4Editor_Engine!FMaterial::GetShader() [materialshared.cpp:1564]
Fixed! UE-18906 [CrashReport] Crash in !UE4Editor_D3D11RHI!FD3D11DynamicRHI::Shutdown()
Fixed! UE-30985 Reflective surfaces rendering incorrectly in -featureleveles2 -opengl
Fixed! UE-31431 Crash in Sequencer play rate track when setting negative play rate
Fixed! UE-31647 Crash changing the color of a fade track section
Fixed! UE-31648 Sequencer audio doesn’t play after rendering a movie in editor.
Awesome! Thanks
Getting a lot more crashed in 4.12.1 compared to 4.12.0… Can’t compile a single one of my blueprints without it crashing, don’t upgrade yet!
any this can be looked at for a future hotfix or engine release?
I went from struggling for the to be acknowledged, to being ignored
[=jestersheepy;543665]
Getting a lot more crashed in 4.12.1 compared to 4.12.0… Can’t compile a single one of my blueprints without it crashing, don’t upgrade yet!
[/]
Hi jestersheepy,
Have you logged an Answerhub bug report for this? If so, please link it here. In the Answerhub report, please share the full callstack of the crash you are seeing, and any useful information about the type and contents of your blueprint.
Thanks
UPDATE: I assume the crash you are experiencing may be the same as reported here: 4.12.1 Crash when trying to compile (DEMO PROJECT) - Programming & Scripting - Epic Developer Community Forums
This was inadvertently introduced in 4.12.1, and we are currently working to resolve this in a new hotfix as soon as possible.
[= Ellis;543736]
Hi jestersheepy,
Have you logged an Answerhub bug report for this? If so, please link it here. In the Answerhub report, please share the full callstack of the crash you are seeing, and any useful information about the type and contents of your blueprint.
Thanks
UPDATE: I assume the crash you are experiencing may be the same as reported here: 4.12.1 Crash when trying to compile (DEMO PROJECT) - Programming & Scripting - Epic Developer Community Forums
This was inadvertently introduced in 4.12.1, and we are currently working to resolve this in a new hotfix as soon as possible.
[/]
I will see if I can debug it more in a bit, at first glance it is crashing on compile of the majority of my blueprints that are placeable (in world actors). Thats quite vague though
Also not sure about this but the material editor seems to be compiling far more shaders and more frequently than before?
There’s a bug with additional windows.
When they are in focus their fps is limited, when they aren’t in focus it’s fine. You’ve somehow reversed the FPS limiting.
Even my blueprint graphs lag like hell.
IIRC this has happened since 4.12 preview 5.
Not sure if it’s been answered yer or not though Substance plugin? Project really needs it and with out it I have about 90% less to work with
It’s Allegorithmic who needs to update their substance plugin, Epic cannot do anything about it. Wait a couple days and it will be available again.
Hi, Is the problem with shininess on materials going to be fixed in a hotfix? I saw someone else mention it in another thread and a staff member said it would be fixed in a hotfix?
If I upgrade to 4.12 to use some of the sequencer features the project will be fine when there is a hotfix?
This is the problem I am talking about
[= Ellis;543736]
UPDATE: I assume the crash you are experiencing may be the same as reported here: 4.12.1 Crash when trying to compile (DEMO PROJECT) - Programming & Scripting - Epic Developer Community Forums
This was inadvertently introduced in 4.12.1, and we are currently working to resolve this in a new hotfix as soon as possible.
[/]
I can confirm I’m also getting this crash, i can’t compile any of my blueprints waiting for a fix ASAP thanks.