Anyone else excited with 4.5 Update?

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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.
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Totally agreed, haha!

[;139031]
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.
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Frankly as for me, we could do away with entire lightmapping business altogether ;/

Not a fan of Lightmass either but as it seems we’ll be stuck with it for the long haul, I’m hoping the foliage tool will be made to support it (as allegedly was on the to-do list until things went quiet for quite some time).

Thanks for the explaination. Just that its a convention that some software makers use, & not universal convention known to many people. The many questions people posted asking about what will happen after 4.9 is proof that many people are not familar with his numbering convention.

But its not a big deal, & I look forward to more badass features in 4.5.

I honestly think that the Lightmass “” is quite old school, and I’m unsure who actually beneftis much from it. Having to wait endlessly to compile shaders… not my thing xD

Anyway, have a look at interview with Epic Games about UE4: ://www.makinggames.biz/features/the-new-generation-of-engines-part-1,6073.html

If I understand you correctly, that’s already in UE4. Editor Preferences > Level Editor > Viewports > Invert Middle Mouse Pan.

Thanks!! :slight_smile: :cool:

I really hope that there is a more direct support for HTML5 browser based projects. It would be nice to not need to go through a ton of loopholes just to get your game projects onto that platform…they did hint about a little bit in the sneak preview… but there didn’t sound like a strong focus on it so it may not happen till 4.6 but oh well.

Really, thanks god, will try it later.

Edit: refering to middle mouse pan inverse

Edit again: Works, now I can navigate like a pro.

[;139031]
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.
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Can Cycles Render bake maps for game characters? I use Blender also but have never looked at Cycles yet.

While adding features, I think Epic should not forget about improving the basis.

Things that can be done easily in other 3D model package & even UDK, are more troublesome in UE4, like snapping & fabrication.

  1. When you group objects, the pivot do not snap to a grid.
  2. No option of custom grid size & sub 1 unit grid (at least make them possible in the blue print component tab!). can be very useful for assembling very small objects.
  3. Only perspective view in blueprint component view. Its hard to make any precision assembly of objects, & time consuming at times to put the pieces of individual actors.
  4. & not related but you cannot rename folders!
  5. Did I mention you cannot change pivot point of a blueprint (correct me if I am wrong)?

Of course you can rename folders, right-click on the folder inside CB and “rename”, that simple, lol.

Its greyed out on my PC.

Its also a known problem as evidence :
questions/95408/mac-editor-cant-rename-folders-in-content-browser.html

I guess its affecting some PCs & MACs, but not all.

Click the “New Folder” folder above the one you have selected, now in the right panel (where the folder contents are displayed), right click on the folder, and you can rename.

I can help you with one as well, go into the Editor Preferences, select the “Viewports” tab, and using the image below, edit any of these fields or add new ones with the size(s) you are wanting. Hope that (and my last post) help! :slight_smile:

Damm it , you are right. You are now my new best friend, (until I wake up tomorrow monring or so) !

Even found the old power of 2 grid system of UDK. To be fair the expend arrow is pretty subtle and easily missed. :stuck_out_tongue:

Thanks.

No worries! I will seee if I can figure out how to get blueprints pivot point changed, if I come up with a solution (I could use as well), will let you know! :slight_smile:

EDIT
Agreed that the expand arrow being hard to see sometimes, BUT! The solution for me was to open the “Appearance” tab (under General in Editor Prefernces), if you expand User Interface, you will see a box called “Expand Configuration Menus”. Check that and all expandable menus will always be expanded unless you hide them! Now you always have every option available at all times!

Done, thanks .

Anyone thinks that 4.5 will come in September, or would you say October? :slight_smile:

I personally think they will release it in October :smiley: