What do the new C++ header changes mean for my existing C++ project?
might be nice to also include a summary of what’s new in the documentation. I have in mind whether the GameplayAbility section is documented - but 's comment made me realize there are other areas that probably have been extended or added. Maybe I’m in a small minority, but I’ve gone through most of the docs. It would be helpful to be given some idea about where to look for new information.
On the Documentation page, clicking the green “New and Updated” button on the right takes you to: https://docs.unrealengine.com/latest/INT/Updates/index.html
Cheers
hey , any idea what “Now exporting Particle Module, Particle Module Color Base and Particle Module Color to allow users to inherit from them and create their own modules.” means?
Nobody seems to have a clue
“see our Blueprint Nativization documentation.” look like link is broken
It’s fixed now. Thanks
my project exploded from 4.14 to 4.15. I can’t even open it.
“Try rebuilding from source manually”. When I enter VS 2015 update 3 there is a full list of compile errors.
Should I install VS2017?
Thanks
It’s so C++ users can inherit new particle module classes from the base particle module classes. I believe it stems from this pull request (Github account needed) https://github.com/EpicGames/UnrealEngine/pull/1968
Cheers
Visual Studio 2015 is still the supported IDE for UE 4.15. It sounds like you will need to work through the list of compile errors and address them individually (it’s possible there is just one root cause that triggers others). I recommend reviewing the Upgrade Notes section of the Release Notes for any changes to be aware of.
Edit for clarity: VS2017 is also supported as of UE 4.14, but there is no requirement to update
Cheers
Hooray! Distance Field Indirect Shadows is finally out!
Awesome work guys, congrats on a new release!
That being said, there is one functionality which seems to be increasingly moving toward deprecation with the new GameplayTags, and I’d like some clarification on that. Namely, I’m talking about UDamageType subclasses. Your GameplayTags example uses tags to determine whether damage is fire, physical etc. while in the past we used to subclass UDamageType to achieve that effect. Can we get some info on how those two systems will work together and will there be gameplaytags propagated through the various TakeDamage functions?
Great release, thank you!
Just a question regarding the bloom changes, I found these two quotes in the release notes:
Are the mentioned defaults and settings generally accessible, and where? I am only aware of bloom settings in a post-processing volume, is this what it means?
My underlying question is this: What is the best way to replicate the bloom behavior of 4.14 materials, is there a general setting I can tweak to a certain value or do I have to tweak the materials individually?
Thanks Epic!
Best Regards
MC
I’ve been trying to figure this out as well, so I changed the bloom settings in the Post Processing Volume to match the ones in 4.14. If you do r.TonemapperFilm = 0 in the console, it looks at least close to how it used to.
Really hoping they reconsider removing that r.TonemapperFilm = 0 option in the future, it looks so much better with the old tonemapping for my project, at least. I understand the importance of realism in many projects, and appreciate that they’re trying to make the defaults that way, but that doesn’t mean other methods need to be completely tossed out (although there’s probably a way to remake it from scratch if someone has sufficient understanding). I guess if they do get rid of it, hopefully someone finds a way to fake it with the new settings or something and posts how they did it publicly.
I know exactly who to make happy now.
thanks
bump this one
Thank you! And I second your opinion of making many different looks/art styles available as painless as possible.
Is VS2017 fully supported in 4.15? Official VS17 Release is very soon so I’d like to upgrade as fast as possible
Have lighting in Orthographic issue had been fixed?
(Too long to read all of bug-fix for just one I am looking for)