Oh, that’s cool! I missed myself in the 4.9 notes. Thanks, ! :o
I’ll try to keep the patches coming. ![]()
Oh, that’s cool! I missed myself in the 4.9 notes. Thanks, ! :o
I’ll try to keep the patches coming. ![]()
Hi .
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.
Thanks
No problem. Posted here.
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!
Ansel will bring the same problem as High res shot. From the official Ansel guide :
**4.1.3 Screen space reflections fade out with increased Highres capture resolution
There is unfortunately no workaround for problem, it is a limitation of the capture method used.**
Meh, Still unable to have good looking super high res images I suppose.
Guys, i failed to find maps and sets
nvm, found it.
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.
Very cool update. What about Geometry 2.0 ? The card was archived on . I expected to have it in release.
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).
Best Regards,
Andrey
Hi,
Does anyone knows if is the unified cook content accross platform?
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!
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.
Forward can be bit faster and also support MSAA. If you don’t need most of the screenspace features and can’t use TXAA then it might be better choise.
Esta como que explotando mucho esta versión 
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.
Is it just me or has no one mentioned the new auto LOD feature?
I brought the Instalod plugin a while back and never really got round to trying it out properly so I can’t fairly compare the two. All I can say is personally for me is the greatest feature added in for ages. Lods are my bugbear but now with a click of a button it just created the LOD’s and the results were actually usuable ![]()
Great stuff ![]()
Sure, I tried it with some Epic Content and was amazed by the ease of use and the results ![]()
I have no idea how it compete with the Simplygon solution that was more or less the de facto standard for UE…
New auto lod system is fantastic. We completely abandoned hand made lods. Greatest feature is that lightmaps are now butter smooths between lod changes. It’s still not perfect thought. I had to make some tools to change pixel error per model based on model size. Now you can’t have settings that work for smaller and larger models at same time. It’s based on pixel error and bigger models cover more pixels. So lod on big models are pushed way too far. It’s also sometimes remove all triangles from some elements but does not actually remove that element and cause warnings on map check. Sometimes it’s also swap to wrong materials.
But I managed to convert over 500 old models to new system using mainly automated tools.
For some scenes I have seen over 40% polygon reduction without any visual difference. And baselines was that most materials had LOD’s. Those just weren’t setuped perfeclty.
Edit: Only thing that is missing is Skeletal mesh reduction support.
Did you tried using the specialized LOD categories like ‘Small props’ and ‘Large props’?
No way to customize those to your needs ?