Tonemapper did change the colors of our game dramatically but, adjusting it to get it back to how it was, wasn’t that hard.
First, precision in terms actually helps communication!
Second, if they use hashing-with-chaining, there might be an array in there for the head of the chains, but each data element lives in a chain (linked list,) not an array.
The other common set / dictionary implementation is with a tree of some sort, at which point there is no array at all used in the implementation.
The semantics and performance characteristics of arrays are totally different from hashed or sorted sets or dictionaries, hence why the difference actually matters to engineers. I’m sure you already know this; just repeating in case someone else is reading this and didn’t yet
(At the very lowest layer, memory is of course like an array of bytes, and pooled allocators are a thing, but that doesn’t change the performance characteristics of the different containers to the program.)
Hi folks.
Could either of you please log a Bug Report on the UE4 Answerhub (click link in my signature) and report this issue with full details so our support staff can investigate?
Thanks
As far as I checked it is actually version 1.10 (plugin version 1.2, SDK version 1.10 to be precise).
Thanks for you prompt answers to our problems! Your doing great. =)
Much appreciated! :o
That is a great note to head into the weekend on. I hope enjoys using 4.15 over the weekend (or takes a relaxing break from development), and I’ll see you on Monday.
Cheers
Haven’t updated yet, but can someone confirm this? This bug sounds like a deal breaker. :x
Yes, this is the very sad truth. Currenty, only Instanced Static Meshes can share lightmaps with lower LODs.
The reason the blueprint API is missing a RemoveTag function is because I forgot to add one. I’ll add one for 4.16. For things like Damage Types they may be moved to GameplayTags in the future, but it’s very hard to do that without breaking backward compatibility with other projects that may have been using them, so I’m not sure what the plan is yet.
Regarding tag usage the full documentation isn’t ready yet, but I put a blog entry today discussing the basics of how to use it: https://www.unrealengine.com/blog/using-gameplay-tags-to-label-and-organize-your-content-in-ue4
Would be great if someone that experience this issue could send a bug report at the answer hub:
I’ll be checking it out a bit later myself but can’t update the engine just yet.
/Best Regards
I’d suggest putting “Remove Tag” into 4.15.1, together with improvements to lightmap sharing.
Can anyone explain how can I use the gameplay tags? How to add that to actors? There are no docs yet.Thanks a lot!
Some weeks ago, I tried to find out then gave up. Now, a quick search gave me this:
https://www.unrealengine.com/blog/using-gameplay-tags-to-label-and-organize-your-content-in-ue4
This was written 5 hours ago. Now, I really want to go to sleep. Tell me, if it’s useful.
Substance Plugin is unavailable in ue4.15 , and It could not open the project which use the plugin.
Substance always takes a few days to update…
Whoops sorry I didn’t see that you meant binary release. Well theres no bat of course :S
DPI scaling bug has returned.
what do you mean by “key”? so a set is an array but each element is unique? if you add something to it that already exists in it, does it not get added to it? and what makes a map different from a struct?
Please, have a look at the Unreal Engine TSet documentation, and TMap
Cheers !