4.14 Released!

New: Improved Cloth Skinning Mesh-to-Mesh

new feature is very cool but it’s completely messing up all my cloth objects because they aren’t the same as the original meshes, and its against my workflow. Please tell me there is a way to disable and/or revert back to using the imported mesh. I believe many other people are experiencing the same problem because of , I’ve seen some posts with no solution in the answerhub. I really don’t want to have re-import all my characters again with matching meshes, or go back to 4.13.

Go to tree model an check LODs - some may have reset material slot in >Sections

gave me a laugh :smiley:

so, wha are the use cases?)

From my experience, if you have enum as a key, than usage is quite inconvenient - editor does not allow you to create numerous fields at once and then set their values. You need to add one field, change key value from default to some other, than ad another key, change it value… it’s a hell. and ordering of fields is lost.

Anyone? is so useful for me that I was planing to implement and do a pull request. But obviously I will not do that if the feature already exists.

(I mean, the possibility to collapse/expand all or something like that.)

But I can’t see nothing different on World Outliner on 4.14.

Thanks! That was it. Had to set LOD3 to its billboard material.

Shift+Click the expansion arrow to perform a recursive expand/collapse. It’s a standard action for Slate tree-views, but they actually need to implement a handler for the recursion (quite a few tree views in the editor do implement it though).

Pretty sure is a pretty critical bug that makes 4.14 unusable for me.

https://answers.unrealengine.com/questions/527397/cast-reference-object-variable-unpins-when-startin.html

Thank you! Very useful.

(But a tooltip or something like that would be nice… otherwise, if you hadn’t said that, I would never find feature).

When 4.14.1 will come out?

issue Unreal Engine Issues and Bug Tracker (UE-37698) is blocking my project and it looks like it will be fixed in patch 1.

I had that even in 4.13
I didn’t found any solution. I had to create new blueprint and rewrite whole thing.

I am wondering, am I the only one who is not able to create a new plugin using the blank template through the UE 4.14 plugin UI?

I get a strange error that the plugin is a duplicate of itself and that it must be unique.
is what I am refering to: Creating new plugins is buggy in 4.14 - Plugins - Epic Developer Community Forums

The GPU Debugger is broken on PS4 with SDK 4.000. That’s because the Unreal Engine code relies on function sceGpuDebuggerRegisterShaderCode, which was deprecated in SDK 3.500 and has been removed in SDK 4.000. It’s a pity, since as soon as I upgraded to Unreal 4.14 I am consistently getting GPU page faults and I can’t debug to find what it’s causing them.

Take a look at my UI scripts, if you have time. It’s my approach to handle gamepad/keyboard navigation.

Well, on PC we used to ignore different layouts than Xbox one. Games display button icons for Xbox controller. You can emulate Xbox input if you connect PS4 controller to PC (although there’s no official support for it).
Seriously, using PS4 controller on is trully insignificant feature :wink:

Literally, that was the only reason i updated. The number of crashes I’ve had since updating leave me with regret.

What happens when you just connect the nodes, close editor, then delete Saved and Intermediate folder, restart.

Based on my scenario/case: In order to make work, also check the related functions. Best is to delete the function and recreate it based on the current variables connected. Sometimes if you change a reference, the connected nodes still work, until restart.

I’m also having issues with APEX cloth in 4.14.

To troubleshoot, I created a test skeletal mesh in blender and exported it as .FBX. still imports to UE4 4.14 as a skeletal mesh OK.
I then open the same .FBX to the apex clothingTool and generate an .APX for it.
In UE4 4.14, I encounter issues either when opening up the .APX in the skeletal mesh editor, or when assigning the mesh element to be simulated:

-if the APX mesh has vertices painted with maxDisplacement=0, UE4 crashes in GenerateMeshToMeshSkinningData()
-if the APX mesh has vertices painted with maxDisplacement=NULL and maxDisplacement>0, the simulated cloth mesh in UE4 appears with a broken transform. (that is, the non-simulated NULL vertices appear in the correct location, but the simulated cloth vertices are positioned/rotated/scaled incorrectly)

I’ve reverted back to UE4 4.13 for now. Can anyone confirm a way to get APEX cloth working in UE4 4.14 using Blender & ClothingTool?

I narrowed down the issue with APEX cloth meshes being rotated incorrectly in 4.14 and uploaded some sample files:
https://dl.dropboxusercontent.com/u/100092412/414ApexClothTestProjects.zip

Files inside:
good.blend bad.blend
good.FBX bad.FBX
good.APX bad.APX

If you import good.FBX to UE4 and apply good.APX to it, you get the same behavior in 4.13 and 4.14.

If you import bad.FBX to UE4 and apply bad.APX to it, you get good behavior in 4.13 and broken behavior in 4.14 where the simulated mesh is rotated incorrectly.

is a simple test plane mesh created in blender and weighted to an armature, before being exported as .fbx and imported to ue4. The .apx files are created via ClothingTool.

The only difference between good.blend and bad.blend is that the root bone of the armature is rotated. I believe is what’s breaking APEX cloth for my characters in 4.14: the root bone of the character’s skeleton isn’t vertical in it’s reference pose.

Когда ждать обновление с багфиксами?

лол, ты ещё по-украински спроси. Индейку люди ели воследние 4 дня, отдыхали.
Но багфиксы обычно по средам выкатывают.

Ты кого нибудь видишь в этой ветке post-ящим на русском (или на любом родном языке) ?? Учи английский, темнота!

Do you see anyone posting here in their native language?! Post in English here, пожалуйста.