Anyone else excited with 4.5 Update?

Ok, fixed. The reality is making & tuning lightmaps/lightmass are chores & also not high value work, & take time off of making, & learning to make actual contents. :stuck_out_tongue:

In any case, also I do not see the relevant being a newbie have any relevant what I said about lightmaps/lightmass, (the same way being a newbie modeler (or expert) doesn’t change the fact that making UVs are chores) & I did not speak for myself. :slight_smile:

UVs are in general not very hard to make, it is a matter of a few minutes for most models. And even complicated ones are fast if you know what you are doing and have tools to help you out.

It depends, while I am a newbie in game development, I do have years of experience in 3D modeling. Some complex models can take a while, because you wanted it to lay out in a certain way, and making light maps are extra work on top of the standard UV unwrapping. Tools do help, but the point is, its an extra work which could go into something else. Not to mention laying out light map requite certain planning, if you wanted the smallest map for the maximum result. Is it a big deal, no for sure, but would you rather the time spend on making light-map on other task, as making actual models, or texture work, I guess most will answer yes.

Anyway, its been mentioned that they are working on tools to automate UV map generation (as a choice), so will mostly be a non-issue.

Is it currently possible to do CSG Functions at runtime in UE4, cause if not… then that would be nice to have included in 4.5 XD something that works like :
v=hqZ6aws9uT8

Sure it is extra work, but don’t come claiming that UV mapping is hard in day and age because that is not true. I am also excited to see what they have in store for the future, personally I am most interested in what will be done with foliage, currently it is not very well optimized and you have quite a lot of performance issues on big maps (or at least I do).

I never claim it to be hard, just to be clear. Its just a casual remarks that the time spend on making UV for lightmap can be used for content creation. :slight_smile:

Also its not a criticism towards Epic (if that’s what people think. Can’t believe I need to clarify …but well)

Hoping to see whats installed as well. I am still new, so I am not even touch the surface, so even if there are mayor changes, I may not notice, LOL. In any case improvement for efficiency, performance, features, ease of use are no doubt welcomed.

Cheers. :slight_smile:

I’m betting now for October XD

I just noticed a new branch in the repo! :slight_smile:

True, new 4.5 branch on . ItsHappening.gif

It’s not happening, The required dependencies .zip files are missing. Their listed as 1 & 2 links but with no files there? Odd

[;148976]
It’s not happening, The required dependencies .zip files are missing. Their listed as 1 & 2 links but with no files there? Odd
[/QUOTE]

It all downloaded just fine for me

https:///EpicGames/UnrealEngine/commit/fddc75c9b96128f3fbf3049f1bc97afdfafe26d9

Thats why. When I fetched the branch there were no dependencies up. Those from the last latest preview worked, but well. Maybe they changed so I gonna download the real ones too.

Yeah, preview build on :smiley:

…they did change.

I had to create a thread about recently as well, head over to get the link to download the missing dependencies. :slight_smile:
**EDIT - might not be your after reading further… try downloading the latest 4.4 dependencies as well as the files in the link above, see if that works.

Anyone knows if in 4.5 Preview is implemented Blended root-motion? I’ve been waiting for for a long time and I don’t see that in 4.5 Preview… Maybe is necessary to turn it on?

I’m talking about : https://trello/c/c8blKt50/62-blended-root-motion-non-net

Oh sorry, I misunderstood you (blended ≠ blender) :stuck_out_tongue:

And do you know if implemented in 4.5 preview?

Unfortunately I dont have any information about the 4.5 -> but probably you can see some new stuff in the git version of the UE4 :slight_smile: