Well thank you very much for that! I fav’ed the Jira just in case I come across other things
The 4.13 looks really stable, I had lots of blueprint compilation crashes in 4.12.5 (because of how I coded, circular dependencies and stuff) and none of them occur in 4.13. I’m looking forward modifying a core Structure used in different places of the code to see if it reacts as bad as it was reacting before.
[=ZioYuri78;589247]
Procedural Mesh lost his collision in packaged project if manually added into the level, it not happen if you spawn it in the level, i will make a bug report as soon as possible.
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The system of managing my orbit spline path in c++ was changed and I have no idea what method is required to handle them now since the documentation isn’t up to date.
At the moment the points in my spline curves list in my USplineComponent are correct but are not being created when the actor is spawned. When it’s spawned in editor only two points are created (Out of the 8 i’ve added) and have incorrect positions. This was working correctly in 4.12, what do I need to do to update to the new system?
[= ;588119] New: Blueprint Drawing to Render Targets
Blueprint functions can now be used to draw materials into render targets. This enables a huge variety of game-specific rendering effects to be implemented without having to modify source code.
…
Check out the **BlueprintRenderToTarget **map in the ContentExamples project for working examples!
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So When and where do we get a Tutorial for this :D?
I have a question about the new ‘Create Render Target 2D’ node. Where is it stored? If I e.g. spawn 100 blueprints, each with its own ‘Create Render Target 2D’ and then when I don’t need the render targets anymore, how can I destroy them to free up memory? There is no ‘Destroy’ function for them, so maybe un-referencing them will cause garbage collector to clean them up? … Because I guess that that many created render targets will quickly fill up available memory, so they need to be destroyed if there’s too many of them… Am I right?
“Bugfix: Fixed an issue where split struct pins would disconnect on load.”
Structs pins still get disconnected when project loads , ver 4.13!!! Please fix this.
I really like the Shadow map caching feature, thanks guys! Well, i like entire update but this feature is really !
In the description of the Shadow map feature is stated that this works best with the scene that doesn’t move much. What happens if one light moves, or one actor?
Engine needs to create new cache of that one light (in case of light moving) and cache(s) for all the lights affecting one moving actor? Or this works entirely different?
Guys, is something wrong with my editor settings or in 4.13 when you press enter to accept changes to text (lets say blueprint function description) its add nextline instead, previously (and in all software) it was shift + enter.
I’m also having an issue I saw reported by a few other people. The editor just keeps freezing for a few seconds before continuing to work properly. (This hasn’t happened to me before)
Just installed ver 4.13.0 from 4.12.5 and everything works perfectly for me except for one thing - why are my .mov textures not working any more? they are no longer in the asset drop down import list! is there a different way to load them in or something? I can import a .mov but I can’t turn it into a media texture and in turn apply to a material…
[=rranon;589109]
In the static mesh editor, the highlight material checkbox does not work on Mac OS X (i.e. the part of the mesh with the corresponding material is not highlighted). Shall I enter a answer hub, or this has been already reported?
Thanks!
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[=MrMrC;590215]
Potential bug. Open project in 4.13. Click landscape. Select landscape tool. Click Paint Icon -> Immediate crash of project.
Is this a known issue? I remember seeing this is previews but thought it was fixed?
C
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Hi MrMrC
I have not been able to reproduce this. I tried testing on both a fresh new project, and on the “Landscapes” map in the Content Examples project, but did not experience any issue with either.
Can you please post your issue to the “Bug Reports” section of the UE4 Answerhub, along with full reproduction steps and details about your system and the project it affects?
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So When and where do we get a Tutorial for this ?
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There’s an example in ContentExamples already (BlueprintRenderToTarget) and full docs are being worked on by .
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I have a question about the new ‘Create Render Target 2D’ node. Where is it stored?
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You’ll have to keep a reference to it in your blueprint or else it will be garbage collected. Unused ones will be released with the next GC. GC happens lazily though so you can accumulate a bunch of render targets before it cleans them up. For example if you allocated a new 2048 every frame and then didn’t reference it, you’d probably run out of video memory quickly, even though technically you only need a single 2048 to be alive at once.
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In the description of the Shadow map feature is stated that this works best with the scene that doesn’t move much. What happens if one light moves, or one actor?
Engine needs to create new cache of that one light (in case of light moving) and cache(s) for all the lights affecting one moving actor?
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If anything changes which outdates the cache, the renderer will update the shadowmap by re-rendering the scene into it, so visually the shadow looks correct. There are a few exceptions which will not cause the cache to update and therefore cause visual artifacts:
LOD transitions on a Static or Stationary primitive
Animation in Pixel Depth Offset or Displacement on a Static or Stationary primitive