actually no, Epic doesnt allow it for now
Epic doesn’t allow to make repo’s of the engine public, since the engine source code is not open source. Everyone is allowed to get access to it, but has to accept Epic’s conditions, so keep that in mind.
Wasn’t aware of that. Will contact someone from epic right now, ask him what are the steps to do.
While I wait for the answer, going to make the repo private, as a precaution. Sorry about , but will wait until epic tells me what to do.
You don’t have to make the repo private. You have something like three access levels. Private (only you), Restricted (everyone in the Epic -group) and Public (everyone even without being in the Epic -group). Something along these lines, I don’t know how you would go about setting it up, since I don’t use myself currently.
Sorry, I haven’t been too precise with my statement. :S
Well, is the link to the build : https://.com//UnrealEngine
Clone/fork from there. Sorry about making you guys need to re-download and stuff. I deleted the public repo, so delete what you guys have and get the stuff from there.
Clone the release branch
… you are killing me man :mad:
till moment; I had spent More than 12 hours to download… and didn’t complete the download yet… and now I have to accept your sorrow !!
You should warn us before you deleted it…
Thanks for every thing
I know it sucks, have a 2 Mbps connection myself, know the pain of having to download everything again. Like I said, i’m sorry, wasn’t aware I couldn’t push a public repo with ue source.
Uploading now
Had you tried on ? I’m curious to see if it works
That is strange. Could you send me the project you’re using? Want to see if I can reproduce the error. Also, you said that on the viewport it doesn’t happens, does it still happens when you go to play mode?
My connection speed is so weak… 0.05 MBps; May be three are many people suffering (like me)…
It would be most appreciated if some body uplaods a full completed build AHR as (zipped one) OR as a torrent… with permission Of course
It is just a wish
But that would be just as big?
Would be even bigger, a clean build with just the DevelopmentEditor configuration takes about 10 GBs.
I can’t distribute a compiled build for the same reason I couldn’t make public the engine code. It’s Epic’s code, so they have control over who get’s access to it.
Finished with the project upload, it’s here : https://drive.google.com/file/d/0B6A51p8LzEWYcjJHM1FTRHM3MFU/view?usp=sharing
Thank you very much!
Thank you for all the hard work, appreciate it.
Talking about hard work, i’m going to ask you people something …
I want to apply for the Real Time Live! conference at SIGGRAPH, and for that I need to make a video showcasing . I could really use some help, as I have about a week to build some scene that looks good enough to earn me a place there. I will work to get both the shadows working correctly and PBR weekend, so that next week I can do just the video.
I don’t really have much experience with matinee or actually building things on UE, mostly a programmer here :), so that’s why I’m asking for help.
Should be something simple, keeping in mind the time constrain, but that shows the biggest features, that are dynamic scenes, dynamic lights (directional and spot only), reflections and emissive.
Was thinking something about the lines of a drone scouting an empty building, post-apocalitptic, with sun coming trough cracks in the walls and roof. Give the drone a spot light, have some metal sheets on the floor or something to show reflections (reflections with AHR work best for materials with some roughness, on perfect mirrors you see the voxels) , to show emissive maybe a light tube hanging or similar, and at the end some wall collapses or something so that it shows dynamic geometry. Just an idea, what do you guys think?
ha!ha! , you have a week , not a few moths ,
and also , does the assets have to be created specifically for ?
Hey !
I was not able to build the editor on my MacBook, looks like there are a few errors, maybe you want give a look:
Full Log:
Summary:
UE4Editor - Group
/Users//Documents/UEAHR/UnrealEngine/Runtime/Engine/Public/PrimitiveViewRelevance.h
Runtime/Engine/Public/PrimitiveViewRelevance.h:80:3: error: field 'bInitializedThisFrame' will be initialized after field 'bNeedsVoxelization' -Werror,-Wreorder]
Runtime/Engine/Public/PrimitiveViewRelevance.h:103:3: error: field 'bInitializedThisFrame' will be initialized after field 'bNeedsVoxelization' -Werror,-Wreorder]
Showing first 200 errors only
Please, let me know if you need any further info or have idea of what happened
Kind Regards.
Not really, probably will create the drone in blender, build the scene with BSP and use the template materials.
You think it’s too much? It needs to be just a few minutes, nothing long.
Haha well, seems that visual studio is less a pain with the warnings. The order of the variables declaration is different from the initialization, and the compiler is complaining. First time I see that warning tbh.
Anyway, I will push a new commit with a few changes, including that, but please do a quick fix for me first, just open the file PrimitiveViewRelevance.h, cut the two variables bNeedsVoxelization and bNeedsEveryFrameVoxelization and paste them under bIntializedThisFrame. Should work, as the compiler is just complaning they are before bInitializedThisFrame and not after.