[= Ellis;593982]
Correct. It is still experimental in 4.13. Not fully ready yet.
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ok, congrat and thanks for this big release anyway ![]()
[= Ellis;593982]
Correct. It is still experimental in 4.13. Not fully ready yet.
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ok, congrat and thanks for this big release anyway ![]()
Hi guys,
is there any timeframe for the 4.13 hotfix? Is it scheduled already?
Would be great to know.
Thank you.
[=cores25;594455]
Hi guys,
is there any timeframe for the 4.13 hotfix? Is it scheduled already?
Would be great to know.
Thank you.
[/]
Hi cores25,
As with any release, major or hotfix, we don’t announce any specific dates for them to be available. It should be coming in the next week or two, though. We’ll post an update here in this thread once it is released. ![]()
this is really bad problem
i hope to see 4.13.1 soon
thanks for making this great and amazing software public !!
[=Farshid;594840]
this is really bad problem
i hope to see 4.13.1 soon
thanks for making this great and amazing software public !!
[/]
I ran into this problem, too. It would be even better if you could set the lightmap coordinate index on import.
Is this version fully compatible with iOS 10 ? I updated my iOS to 10 and my 4.12 app stopped working.
I dont if its a bug or a missing feature, but would be nice if we could play a Alembic Geometry Cache Actor Animation in reverse and not loop the animation. Right now, turning the loop off, just work on positive Playback speeds.
I need you add cross dissolve of audio tracks.
In DAW sequencers if you overlap audio tracks you achieve automatic cross dissolve or you can drag heads and tails to create fades.
At the moment dragging audio tracks on Sequncer is pretty useless.
I haven’t control through blueprints, if you stop-play-pause you haven’t no feedback. Stopping a Sequncencer track doesn’t stop audio.
Please make audio tracks handling more powerful.
Also I’d like to have drag and drop of audio effects directly on audio tracks, automatically a cue will be created.
Audio must be revisited.
Timecode on Sequencer doesn’t exist at all. I need hh:mm:ss:ff. I need to precisely put my playhead at a certain timecode.
I need to strectch in time selected keyframes. Please look at 3ds how keyframes are treated.
regards
thanks.
EDITED: Nevermind, got rid of my problem after verifying engine. Had some corrupted shadder it seemed.
[=DIEM TvGlobo;595729]
I dont if its a bug or a missing feature, but would be nice if we could play a Alembic Geometry Cache Actor Animation in reverse and not loop the animation. Right now, turning the loop off, just work on positive Playback speeds.
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definitely bug. ran into this ourselves
Any clue when 4.13.1 comes out? other than “soon”? 
Latest should be this week.
i just upgraded to Xcode 8 and entire computer locks after my project opens Xcode , my 32 GB memory fills up and my system RUNS out of memory … i tried empty new project and same thing happens, any one else is having an issue with Xcode 8 ?
Opened a report in answers : Possible memory leak after Xcode 8 installation - C++ - Epic Developer Community Forums
Hello all! I would really appreciate it if you could add the ability to expose the Sub Anim Instance node’s “Instance Class” variable as a pin in the next hotfix! Thank you!
hey guys… been playing with sequencer and i don’t know how to fix this, but it would be great if i could…
i have two characters that i put into one BP… they both have different skeletons and different anim BP’s… in gameplay they walk together just fine, no problems there… but when i go to record a sublevel, only the c++, root mesh, has the animation recorded, the other just glides beside it…
now i’ve gone ahead and just recorded each one individually for now, so i do have a work around… but i was just wondering if i could build a game instance or struct or something in BP to get sequencer to record a gameplay sublevel and capture both anims for both skeletal meshes…
i’m not much of one for asking questions or pointing out things… but my curiosity must be satisfied… is there a way?
thank you Epic for all the hard work, it is muchly appreciated ![]()
landscape is black using layerblend heightblend works fine in 4.12 though
I hope to use ‘Pose Driver animation node’ with custom blendshapes, How do i make this? Would you please give me any hint?
With 4.13, I can’t open two skeletal meshes anymore. Previously, if I right-clicked over skeletal mesh and choose “edit”, it would open in a new tab if there was already another skeletal mesh open. Now, it shows only one skeletal mesh no matter what.
Any ideas?
Hi there,
any that the Oculus SDK 1.8 stuff will be rolled into a 4.13 update?
(thinking especially about the new Guardian system) Or too big for quick update maybe.
Cheers
[=Fredrum;597562]
Hi there,
any that the Oculus SDK 1.8 stuff will be rolled into a 4.13 update?
(thinking especially about the new Guardian system) Or too big for quick update maybe.
Cheers
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I would like to know this too, since without it I can`t access rumble on the touch controllers?