Ten is higher than five, so its actually natural and logical. Lots of projects counting way. Its just that in the primitive times software makers had trouble comparing 5 to 10. Still happens when some Windows software refuses to work on Windows 7 or 8, because the software fails to deduce f.e 6.1 is higher than 5.2 lol.
is the convention when coding. You can’t rename 4.5 to 4.05, as that would imply that the updates would stop at 4.99, which they might not.
Keep in mind that versionnumbers with format x.y or x.y.z have NOTHING to do with Floats. You have (in case 3) numbers which are just seperated by dots but count on their own. It’s then just ordered by priority
X = Major
Y = Minor
Z = /Fix
And it’s uncommon to use leading zeros in Versionnumbers.
Who cares about version numbers at point. thread was intended for the 4.5 hype
I’m hoping those blueprint code optimizations make it in.
I reckon they would have improved UMG, maybe added/exposed more to BP’s and fingers crossed fixed the bugs with vehicles.
It is very true. I am happy to report you can go ahead and download it from github now:
https://forums.unrealengine/showthread.php?4358--WindowsTextureMovie-&p=109607&viewfull=1#post109607
It is experimental right now, but feel free to try it out.
Cool! Also, since is talking about version numbers, what happens after 4.9? What version number comes next? Lol
hey…
Can any body tell me. How i get Software architecture from UE3 or UE4 Gam Engine. I mean to say how UE3 (UE4) engine works (how graphic or physics subengines etc. interacting with each other. Documentation ?). Diagrame ??
thanx
I second that, possibly the most irritating part of UE4 and confused why it hasn’t been sorted yet when I see alot of great improvements with every release, I would have thought was quite a quick and easy change.
Oh well it’s my only complaint so far so I’ll not moan about it to much
As long images can properly be used in UMG without having to manually stretch the widget until they look more or less decent ill be one HAPPY man
4.10 4.11 and so on. Friends and I have been joking about Unreal Engine 5 coming out by the end of the year. Doesn’t look like that is the case now sadly.
I just tested the new BE and I can say, is by far the biggest update to come in 4.5. Epic has even went as far as changing the UI for creating a project. I’m really amazed on how much improvement is going into the engine so fast. There is a huge list of Paper2D and UMG updates as well. My biggest concern is some sort of native game update / DLC system being implemented into UE4. I’m in a tough spot trying to figure out the best way to update my released games.
Sorry, I’m not sure what BE is… do you mean the Blueprint Editor?
We had talk of massive code improvements in relation to multi threading with big improvements in rendering performance. Some more detail on architecture improvements are top of my list, and maybe lightmass being able to build scene’s that’s above just 1Km x 1KM without lightmass crashing. Working with terrains is difficult to say the least right now. Cheers KB
Looking at the UE4 roadmap, there’s also “Auto lightmap UV workflow”, which is gonna come handy. We switched to dynamic GI anyway, but nevertheless… really sweet!
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We had talk of massive code improvements in relation to multi threading with big improvements in rendering performance. Some more detail on architecture improvements are top of my list, and maybe lightmass being able to build scene’s that’s above just 1Km x 1KM without lightmass crashing. Working with terrains is difficult to say the least right now. Cheers KB
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You need more memory. With 24GB i was able to build Landscape Demo. Barely, but I did . I’m not sure if there can be anything done to do. High rest lightmap baking (rendering) just require tons for memory. Problem unsolved in offline renderers to day.
Well Lightmass is one of the things within UE4 that needs desperate replacement. Memory management is terrible, 24GB to bake a 5km x 5km map is laughable. It has to be solved. For example in a Blender 3D user, We now have a new render called Cycles. It’s a path tracer (not some naff Photon mapper that performs like it was coded in 1990), Path tracing is super effcient when it comes to instanced geometry which is what’s killing lightmass. I can build a 5km x 5km terrain with lightmass even with 4GB ram, but as soon as you start adding foliage and assets lightmass runs away screaming IM NOT BUILT FOR ! AGHHH! WHY ARE YOU TRYING TO HURT ME!.
I can bake out light maps from cycles of 32KM x 32KM terrains with particle system for foliage using instancing. Each tree was about 35,000 poly instaned 100,000 times within the scene equating to poly count of Billions of tris and it still did it in about 4 hours with my **** i5, and 4GB memory.
Just to make the point the Cycles render engine is open source even for commercial use, created by Brecht van lomel who just got persuaded to leave Blender development and go work for Arnold renderer. But the engine in there and ready for use, even for commercial projects at no cost. Dump lightmass, Integrate Cycles!.
Cycles even has a standalone code version now that doesn’t even need Blender to run. It’s a no brainer, As far as im concerned Lightmass should of never even been brought into UE4, it’s the weakest link in the chain of the whole code base right now.
BE would be considered “Bleeding Edge” or “” build of the source code, sometimes not stable but you do get lucky some times!
Oh okay, sorry I got confused with the wording, “*I just tested the new BE and I can say, is by far the biggest update to come in 4.5.” *I thought you mean’t called ‘BE’ is the biggest update to come in 4.5… :o**I use either BE or as well, I mistook it for a in 4.5…
I think ben released another snapshot morning, I will download and play around with it myself as well, see whats new