Man, the patch notes make me wanna upgrade but the last 5 versions always resulted in 3 days of nightmare after upgrading… So tempting!
I’ve being fixing all my systems for quite a while now; they have changed quite a lot of things, be warned
Allright, playing around with the source and trying to add thirdparty: if my ~thirdparty~.build.cs aren’t getting read, and my embed preprocessor macro not added, the issue is 100% with UnrealBuildtool right?
I tried to use the RawInput plugin with a Logitech G27 racing wheel/pedal set but I found out that the pedals don’t work. I tested the racing wheel with a program called JoystickTest set to rawinput and the pedals don’t work. if the JoystickTest is set to DirectX, the pedals work. How can I fix this problem?
I’d like to know about this too.
I’m confused about maps/sets. Can someone please explain what they are and how they’re used differently from arrays?
It’s unsupported until VS2017 is released. :rolleyes:
I’m sure VS2017 will have 4.15 support. The Nintendo Switch rumor mill is saying game developers will be able to purchase devkits in April 2017. No confirmation, so I hopefully can expect 4.16 to be released before the devkits are released.
A Set is an Array of unique keys.
A Map is a Key/Value pair Array of unique keys.
Why the rush with VS2017 anyway ?
What’s with AFR? Why do we need to contact Nvidia to get it to work?
Support for VS2017 was added with 4.14, so 4.15 also supports it.
If that is correct, then Set and Map are quite useless. The whole point of Set and Map is that the item look-up is faster than a linear array scan.
The Set and Map data types in UE15 blueprints are not implemented as linear scans over arrays. Hence, the claim “they are useful when doing frequent lookups on large datasets.”
Perhaps by “Array” you really meant to say “container” ?
I’ve been waiting for this! Congratulations! I didn’t catch any bugfix referencing the “WorldOriginLocation” stutter bug, but I’m assuming it’s fixed, as it states in the page I’ve linked to, yes?
Good job Epic. New sound engine works well
EDIT: this post became obsolete since I was not smart enough to check the content examples first! Sorry for that!
I hate to be THAT guy again but…do we finally have content examples (that were promised a looong time ago) for the new hair shader etc??? I mean people have been asking for this since like…forever! Also there were at least 3 or 4 new Paragon characters released in the meantime, so making a head with some nice hair shouldnt be that hard
They have released Paragon’s hair shader and eye shader months ago, within content examples pack.
It’s in there TwinBlast’s hair and Sparrow’s eye.
Yes, I don’t mean they are TArray at all. I meant they are a special kind of array…
Can anyone explain how can I use the gameplay tags? How to add that to actors? Thanks a lot!
Please Epic fix this problem [Important] World origin rebasing landscape textures error - Asset Creation - Unreal Engine Forums the whole landscapes change with world aligned textures and World origin rebasing IMPOSSIBLE MAKE ANY WORLD WITH THIS
https://dl.dropboxusercontent.com/u/28070491/GIFRare.gif
the whole mountain changes. This bug is mean to be fixed
Whuuut??? Okay I am super sorry! I did not see an update in the thread that was asking for this, hence why I asked. Lesson learned!
And thanks for letting me know^^