Perhaps I should give perforce another try. Any suggestions for Perforce setups for those of us on a ?
I tried it once over a year ago and I failed to get it set up after wasting two days on it. It seemed super over-engineered. Tons of terminology to figure out just to freaking set up an empty repo. For Git (since I use it all day every day), I just found a good .gitignore file, and ran git init and hooked it up to GitHub.
I setup an Azure Windows 2016 box and just used Perforce server: https://www.perforce.com/downloads/helix. Then, I used the Helix Desktop Client (and the UE4 editor). They have both the server and desktop in version. Never tried though… Its free for up to five developers, FYI.
I apologize for missing you in the credits for pull request. There was apparently a bit of a mixup when the ticket that your pull request was correcting was closed, and the ticket tracking the pull request itself was left open. I was not aware that the changes had already been implemented. I can try to make sure you are mentioned (belatedly) in the release notes for the next version of the Engine.
I did notice that you are already included in the Engine credits, and when I looked more closely I noticed that you were mentioned in the release notes for 4.9 for a different pull request, in case you wanted to use that one to show your contributions to your friends. Thank you again for your contributions to the Engine, and we look forward to seeing what you have to contribute in the future.
Thanks for the in-depth investigation, but I’d like to ask that you please review our “How to Report a Bug”](Einen Fehler melden - Unreal Engine) guide and post your findings to the UE4 Answerhub. The forums here are not suited to issue investigations or follow-up.
No, is actually not true, you can create them in blueprints! You have to go to Editor Preferences>Blueprint Editor>Experimental. Its the second option that says “Enable support for TMaps and TSets.”
After you enable it, you can head back to the blueprints and create a new var. Instead of the array button next to it, its a variable icon, (the thin ovals), and clicking on it lets you choose between an array, map, or set. If you choose map, you get to choose which class is the key, and which is the value. Granted, it is in experimental for a reason. Mine crashed the first time I tried to create a map, so be cautious I guess. But it is super nice seeing that it is in there, and they do plan on fixing all of the bugs. The UI for it is very intuitive, so I can’t wait for it to be finished. I’m not sure what other bugs it as right now, but hopefully nothing data loosing.
No, is actually not true, you can create them in blueprints! You have to go to Editor Preferences>Blueprint Editor>Experimental. Its the second option that says “Enable support for TMaps and TSets.”
After you enable it, you can head back to the blueprints and create a new var. Instead of the array button next to it, its a variable icon, (the thin ovals), and clicking on it lets you choose between an array, map, or set. If you choose map, you get to choose which class is the key, and which is the value. Granted, it is in experimental for a reason. Mine crashed the first time I tried to create a map, so be cautious I guess. But it is super nice seeing that it is in there, and they do plan on fixing all of the bugs. The UI for it is very intuitive, so I can’t wait for it to be finished. I’m not sure what other bugs it as right now, but hopefully nothing data loosing.
[/QUOTE]
I am so glad to be wrong! I hope it stabilizes in 4.15!
btw, i think epic should state the state of the feature more clearly on the stream, not how awesome the feature is and what it does, but actual description from editor.
Thank you a lot for Midi Device Plugin!
It`s open new horizon for Midi Visualisation! I have several Midi Devices and wish to try how they connects to UE4 with Midi Device Plugin. Can you help me? I need support or reference to prepare live playing with plugin (or how to use it).
New: Enabled instances of Hierarchical Instanced Mesh Components to be moved around with the transform widget in the Blueprint Editor, just like Instanced Mesh Components!
How do you do that?
Also, any it will also be possible to do directly in the editor?
Those new contact shadows look incredibly good and are incredibly cheap!
But unfortunately that’s only the case with Temporal AA enabled, without TAA they are quite choppy/unsteady. With no AA or with FXAA they look so much less great than with TAA, is there anything that can be done to fix that in future releases? I’m especially interested in if it will be possible to have them look great once they are supported in the forward renderer with MSAA.
They seem to be a great replacement for CSM in VR since they are so cheap, but TAA isn’t too nice in VR. Maybe you could make it so that the contact shadows blend together with the previous frames even with TAA disabled?
For a non-VR game targeted at PC and consoles, would there be an advantage to exploring forward rendering? Sorry if that seems like a silly question, just wondering what others are doing/would do.
I think you are saying 4.14 crashes a lot. I launched it once on my and it crashed immediately after creating a new project based on the shooter template. So I agree.
I usually wait until 4.x.2 is released before switching to it.