And is there any plan to fix all that noise ? The image that Epic posted in the release notes with the Paragon character, don’t represent the real quality that all even your gif in that post have.
You should definitely upvote the existing issue AND add your file to the issue! The more info there is, the easier it is to find a fix.
Ok done. Thanks.
As I pointed out in the comparison shot is only showing Contact Shadows and has disabled Cast Shadows for the meshes so you don’t get shadow casting from any light sources here. In a development state you would not do because contact shadows aren’t meant to replace shadowing techniques but instead to enhance them by providing these nice shadows for small surface objects at distances and close up. It works really well with foliage and detailed characters and should use low values for the contact ray length. 0.07 is probably a bit much for and could definitely be lowered with similar results, but again, was only meant to show the quality differences between 4.14.0 and 4.14.1 from a bug.
Also keep in mind that Contact Shadows is a screen space feature and use it to enhance your shadows, not replace them. They blend really well with light source shadowing and is not particularly noticeable with the noise when using a proper contact length.
Idk how contact shadows algorithm work, but it looks like it calculate some distance, at least for cut off. so maybe it can be lerped to zero after some distance, all that half leg shadows look really ugly.https://i.gyazo.com/23bf2a161ae5e8bef743cccd15ab5086.png
It would be easier to set up one distance for sharp contact shadows and another distance for a blended contact shadows.
When blended with normal shadowing you wouldn’t notice. Again, was just an example to show contact shadows comparison not actual intended use values. Test it out when the hotfix releases to see what works best for your project. Lower values will work better in most cases depending on the scale of your game.
Hi , I hope you guys can also consider bringing back or at least let the old method of importing apex cloth objects be an option in the hot fix, the new skinning thing isn’t working out well for some of us.
so i cant figured out by myself how to use the new “simple wheeled vehicle component” to drive my wheels - on a short release notes it says to add torque but how can i achieve ? where is the documentation / tutorial on feature?
I dont known how you do , but new automatic LOD generation feature is work better in my project than ProOptimizer in 3ds max. Many thanks to one, who implemented auto LOD.
Is Visual Studio 2017 RC Community edition supported?
I see
Preferred Visual C++ installation (VisualStudio2017) not found - ignoring.
when generating project soultion.
It is not supported in 4.14.0, but it will be supported in 4.14.1
4.14 is forcing me to create REP properties in full capslock; I’d like to understand why is that?!
I.e:
UPROPERTY(Replicated)
int32 HitPoints;
UPROPERTY(Replicated)
int32 Mana;
That will absolutely generate errors inside .generated files unless I rename ALL my UProperties to match generated code now:
UPROPERTY(Replicated)
int32 HITPOINTS;
UPROPERTY(Replicated)
int32 MANA;
Why the hell on earth is happening in 4.14 and who is responsible for such “great idea” ??
Epic staff will undoubtedly tell you
I’m hoping for some additional info on top of that. That sounds like a horrible regression.
I’ve experienced no such thing when compiling under 4.14. By your logic every replicated property in the engine source code would be in all uppercase.
Many weird things are happening here when I convert a project to 4.14, is crazy really.
How can we achieve the parabola distortion effect now that its been removed?
Is 4.14.1 coming week ?
Probably. Or maybe beginning of next week. I wonder why they wait so long, that’s unusual, they could have released it a week ago and do 4.14.2 week and 4.14.3 next week. I think its not good to wait weeks for the first hotfix, especially since people have to wait for that to get compatibility with VS 2017.
Also, Epic said they want to release 4.15 in December, so if that’s still the case then 4.14.1 will be released roughly the same time like 4.15. No idea how they want to manage that since 4.15 isn’t even branched yet. But since they said 4.15 should be the stability release towards the end of the year it also wouldn’t make sense to release it next year :rolleyes:
I bet there are too many issues with 4.14 and that’s why it takes so long to get hot fix out
I’d rather have 4.15 in January, with a way less bugs than 4.14
Any delays with hotfixes are due to working on fixes that we want to include in the hotfix, and quality-testing and addressing any newly introduced issues. Our goal is to release very few hotfixes, but make them valuable. We are working diligently on 4.14.1 and hope to release it soon.
4.14 will be the last release of 2016. We will be releasing 4.15 in Q1 of 2017.
Cheers