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.
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They are working as I can see, but it looks like one thing is not made clear in the release notes.
In the Project Settings enable Static and CSM Shadowing.
Select the meshes that should receive shadows and in the details panel enable Receive Combined Static and CSM Shadows from Stationary Lights.
Select the Light source and set a value for Dynamic Shadow Distance StationaryLight.
In the Light Source disable Inset Shadow for Movable Objects.
Build Lighting
Mobile Preview/Launch on Device/Package for your device
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.
[= ;543110]
They are working as I can see, but it looks like one thing is not made clear in the release notes.
In the Project Settings enable Static and CSM Shadowing.
Select the meshes that should receive shadows and in the details panel enable Receive Combined Static and CSM Shadows from Stationary Lights.
Select the Light source and set a value for Dynamic Shadow Distance StationaryLight.
In the Light Source disable Inset Shadow for Movable Objects.
Build Lighting
Mobile Preview/Launch on Device/Package for your device
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.
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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.
[=;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.
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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.
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.
[=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!
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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.
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.
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?
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?