Can somebody explain how Distant field indirect shadows are enabled, or what are their requirements? The Checkbox for it always is disabled regardless whether the Distance Fields are enabled on per project or per Object base.
I have the same issue with 2 different brands of joysticks. What it seems like the calibration is off. If my stick is completely at 0 for yaw and pitch and roll it still rolls. I did a work around and used a print string out of the axis value to see how far it was off. Stayed around 0.48 to 0.5, so before I did my yaw,pitch,roll logic I minused 0.5 to the axis value and it just about fixed it for me. I added alittle bit more code to get rid of the dead zone so mine works good now but I do believe it maybe a bug since we have no way to adjust calibration, and yes my joysticks are calibrated properly.
I use a subset of the boost libraries in a couple of my projects. As of 4.15 I am getting a bunch of compilation warnings about missing preprocessor definitions. Specifically, it seems _HAS_NAMESPACE, GNUC and GNUC_MINOR are no longer defined by UBT. There are others but I’m guessing they come about as a result of the above being missing.
_HAS_NAMESPACE is related to the STL I believe. As for the GNU definitions, I’m not even sure why they would be expected to be defined at all (even as 0) when compiling with anything other than GCC, but it appears that boost expects them to exist, and that they did prior to 4.15. Has something changed in UBT which may have caused this? Either a definition change, or perhaps just a change to the default warning level? They are only warnings so it’s not a big deal, but it would be good to know why this is showing up now.
Is this confirmed as a bug by Epic or it was a design decision somehow?
Glad its Confirmed as a bug
I opened a report here
In my opinion the RemoveTag function should be added in as soon as possible. While some designs may not utilize it at all, if a design relies on removing tags then it’s pretty pointless to start implementing gameplay tags without that functionality. If you want people to be able to use gameplay tags now and the design relies on removing tags, then it is a pretty crucial tool.
The strength of Damage Types is that they can call functions. I have only recently started using them and although I don’t actually fully understand them, I really dig them, not just as damage, but also extending them to have effects from item usages, spells and status effects. I find Damage Types very useful and I have only convoluted ideas how to do the things I am doing, without them.
Vehicle is now a plugin - so you have to treat it as such (you have to modify .build.cs).
PublicDependencyModuleNames.AddRange(new string] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “PhysXVehicles” });
PrivateDependencyModuleNames.AddRange(new string] { "PhysXVehicles" });
I am added this to build.cs but it still not working
Just noticed that all my “switch on enum” now display “new enumerator 0”, “new enumerator 1” etc.
If I right click and click on “add execution pin”, it fixes it.
Edit; Actually, every time I start the project they display “new enumerator”.
- Open the Static Mesh asset, check ‘Generate Mesh Distance Field’ (Project setting is not needed, but can override)
- Place that static mesh in the world, change the component to Movable
- Enable ‘Distance Field Indirect Shadow’. The option will be greyed out of the component is not Movable, or not shadow casting.
I’m not sure if this is the right place to ask about this, but is anyone having issues play testing their projects in UE 4.15 on OS X El Capitan 10.11.6? I’m currently working on a virtual tour for my college internship, and everything works fine (including simulate in engine), except when I play test the level (in editor AND standalone), the viewport becomes black and stays that way until I stop the play test. This was not happening on any other version of the engine for me. Does anyone have any idea what could be causing this issue?
is this on the github already? Cant seem to find the 4.15 project.
Yep. Here you go: https://github.com/EpicGames/UnrealEngine/tree/4.15.0-release
Merci!
/
4.15’s blueprint enums have changed; they used to be an array of Name before, now they are a Map of (Name)(Text), this will cause some confusion when migrating projects. The “name” you see are now coming from the “Text” value where before they were the “Name” itself as a value.
The “new enumerator 0” thing is the Key, real name of the enum.
Damage types are EXPLICITLY designed to be stateless, completely immutable. In translation - they are just data holders, they shouldn’t call anything. I’m slowly migrating my whole system to using gameplay tags, and I cannot for the life of my figure out why is there no DamageValue in the base FDamageEvent.
Am I the only one that seems to still be getting random crashes in this version, everytime it crashes I click the sumbit and restart, I bet ive did that 50 times or more…what the actual **** is going on, ever since v4.14 there was something changed that makes my pc hate the **** out of ue4.
I thought it was the video driver that was doing it just like it was in 4.14, but something else is going on here, any suggestions?
I noticed that v4.13.2 is showing in my x86 install directory, and v4.15 is not, did version 4.14 switch to a 64bit and uptil then it wasn’t, is that what broke the engine for me?
Mathew has a great video on the MAP… v=cf25ekO-AFs&t=293s&index=6&list=PLSlkDq2rO1t7OgalNY45q57gKY5auRzvS
have a packaging issue here if you guys can take a look