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
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.
SRombauts
(SRombauts)
November 18, 2016, 6:23pm
126
Did you tried using the specialized LOD categories like ‘Small props’ and ‘Large props’?
No way to customize those to your needs ?
“World Outliner
New: Added the ability to collapse and expand folders in the World Outliner.”
Where is it? I think is VERY useful, but I can’t it.
I tried to use feature, but i can’t click “true” box check !
I also tried to rewrite DefaultEngine.ini but after reloading project, it was false again… what is wrong?
Akuma990
(Akuma990)
November 18, 2016, 8:15pm
129
It is only me or 4.14 have a decent frame lost?
The same scene in 4.13 renderd frame in 10ms, and in 4.14 it is now 13ms…
Nerdsbeware
(Snacky Otter Studios)
November 18, 2016, 8:25pm
131
I tried to use feature, but i can’t click “true” box check !
I also tried to rewrite DefaultEngine.ini but after reloading project, it was false again… what is wrong?
http://i.imgur.com/IAWKZu5.jpg
Apparently only works in source code builds right now. Doesn’t work on the launcher version of the engine.
In the POM thread there is mention about bug that causing material compiler not to reusing nodes like it worked before. There is fix already made that is coming to 4.14.1.
unit23
(unit23)
November 19, 2016, 1:22am
133
Did something change in regards to how text and string variables are displayed on user widgets, via blueprints?
Update Okay seems to be a Gamespark issue, but not entirely sure.
_neo
(_neo_)
November 19, 2016, 10:12am
134
We are unable to package our project with 4.14.
Any ideas what’s going on?
When trying to package project in 4.14, packaging fails, this was not the case with 4.13. It fails on packaging some levels, if I remove the problematic levels from the packaging settings, it works. LogCook:Display: Cooking /Game/Maps/L_Ranch_TH...
LogCook:Display: Cooking /Game/Maps/L_Ranch_TH -> O:/Projects/pcthunder2305/Thunder2305/Saved/Cooked/WindowsNoEditor/Thunder2305/Content/Maps/L_Ranch_TH.umap
LogWindows:Error: begin: stack for UAT
LogWindows:Error: === Critical error: ===
LogWindows:Error:
LogWindows:Error: Fatal error!
LogWindows:Error:
LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000818
LogWindows:Error:
LogWindows:Error: UE4Editor-Engine.dll!operator<<() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:2477]
LogWindows:Error: UE4Editor-Engine.dll!operator<<() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\containers\array.h:1123]
LogWindows:Error: UE4Editor-Engine.dll!UStaticMeshComponent::Serialize() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:271]
LogWindows:Error: UE4Editor-CoreUObject.dll!FArchiveSaveTagExports::ProcessTaggedObjects() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:994]
LogWindows:Error: UE4Editor-CoreUObject.dll!FPackageExportTagger::TagPackageExports() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3201]
LogWindows:Error: UE4Editor-CoreUObject.dll!UPackage::Save() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3784]
LogWindows:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Save() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:3966]
LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::SaveCookedPackage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2962]
LogWindows:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2166]
LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1553]
LogWindows:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:850]
LogWindows:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1843]
LogWindows:Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:113]
LogWindows:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
LogWindows:Error: UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
LogWindows:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
LogWindows:Error: .DLL
LogWindows:Error: ntdll.dll
LogWindows:Error: ntdll.dll
LogWindows:Error:
LogWindows:Error: end: stack for UAT
Took 210.1086506s to run UE4Editor-Cmd.exe, ExitCode=3
Could be caused by: https://github.com/EpicGames/UnrealEngine/blame/release/Engine/Source/Runtime/Engine/Private/Components/StaticMeshComponent.cpp#L2477
issue has been reported several times before for earlier engine versions; It didn’t happen for 4.10 up to 4.13 on me… but now in 4.14 if I call MyCharacter->Serialize(MyFArchive) then I simply get only in 4.14:
Assertion failed: TCString<TCharType>::Strlen(InName)<=NAME_SIZE [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 582]
The same happens if I call Serialize in Components and in HUD class; but it doesn’t happen for other Actor classes so something have changed and I don’t understand what it is.
/fires 21 guns in the air and sounds the trumpets in honour of .
Willard720
(Willard720)
November 20, 2016, 2:21am
137
Me too. It irks me how they didn’t tell any means of actually using these features.
alonezhby
(alonezhby)
November 20, 2016, 1:33pm
139
@Willard720 :
Did you add TMap item successfully? I create a TMap varialable, when I pressed “+” button will cause UE editor crash…
I think that’s what the “non-functional” verbage means.
Tim_Hobson
(Tim_Hobson)
November 21, 2016, 1:02am
141
Not all features are announced for reason. Especially experimental features. Feel free to use the feature and report issues but know that things will change and you’ll not have the smoothest time, like with crashes.
Arkiras
(Arkiras)
November 21, 2016, 2:44am
142
I feel like I’m getting extremely poor results out of Contact Shadows, the cast shadows don’t appear to be correctly placed and change/shift based on how the camera is oriented. Is what I should be expecting?
https://dl.dropboxusercontent.com/u/27624662/contactshadows.jpg
Vahid
(Vahid)
November 21, 2016, 6:36am
143
Hello guys,
Is there any support for VR mixed reality + third controller for VIVE in 4.14?
CriErr
(CriErr)
November 21, 2016, 6:48am
144
My context menu for TMap is completely empy, so from my point of view its not a feature, if you cant do anything with it.
Hevedy
(Hevedy)
November 21, 2016, 8:56am
145
You said it “archived” not done, don’t expect it before 2017 or 2018