[Twitch] - Vehicles in 4.2 - May 29, 2014

Qick one:
Time of Day Editor planned? (like the cryengine one?)

[Question] Will 4.2 or an upcoming version of the engine support adding/removing/changing collision on actors at runtime. A vehicle example would be a modular vehicle system (not specifically using the vehicle system) where the shape could change dramatically based on user choices (Like a giant spoiler or a big-■■■■■ rocket launcher or even just a body mesh swap). Currently, only the root of an actor is considered for physics simulation, with added primitives or static meshes behaving in unexpected ways.

thanks,

I was thinking, how nice it would look in a first person view of cockpit/dashboard to have some subtle emissive lighting with LPVs in Space or night time scenes, any chance we’ll be seeing that kind of detail soon? (Yes that was a poorly disguised LPV question hoping for cascading levels of detail in the LPV for smaller light sources up close)

I have actually question to .

WorldTimer vs Tick - what is the difference and how the decision of which to use is made ?

anyone know where’s the http://www.twitch.tv link for this stream?

have you tried this one, Twitch

Waiting :wink:

Hi, looking forward to see you!

  1. Is the vehicle game sample ready for Oculus Rift? (is it a in cockpit driving ?)
  2. And the vehicle template?

Cheers!

In fact YES, they did it with the Spline Tool, and it took them around fifteen minutes according to the ongoing Twitch TV: live demo is really impressive! I am starting to think this is not too far from a dedicated road tool.

Cheers

The splines nodes can be used as waypoints for a vehicle AI?

Did you try this sample game in Oculus Rift?

Guys, promise me you’ll eventually add dynamic fracturing and mesh slicing .-.

Any plans for at least one vehicle Ai, racing against the player on the Sample?

Thanks to everyone who submitted questions, watched the broadcast and joined in on the chat stream. If you came in after 2pm ET and submitted questions here, my apologies - was moderating the chat stream and couldn’t get back over to this thread.

Please post below here if there’s anything else vehicle-related you want to know that we didn’t cover.

For other topics, it’s best to post in the appropriate forum and/or on AnswerHub. Again, thanks and we’ll be back at Twitch next Thursday at 2pm ET.

Any word on the release date for 4.2? I am at work and couldn’t watch the stream.

Next week!

Were there no give-away this week?

I can’t really speak for AdMob, but for Google Play there are a lot things that have to come together outside of the code itself. Off the top of my head the things to double-check are: make sure your app is linked to your game service on the Google developer console, has a valid client ID based on how you sign your APK, and make sure your account is on the list of test accounts so that you can log in before your game is published. Your App ID also has to be set in your Android platform project settings in the UE4 editor. Please refer to the official Google documentation for more detailed information:

Here is what I have gotten. https://twitter.com/TheKRushin/status/470621449124720640/photo/1 . Everything is set up correctly, connecting, and authenticating. Google play console api even shows the api events such as fetching achievements descriptions and such ( http://i.imgur.com/WKJnlj4.png ). But nothing is being displayed when called (like show achievements, show ad, show leaderboard). Sorry for pestering, just being a trailblazer by spending hours in undocumented land and getting them to work on my own :-P. Which is fine i’m trying to clarify, and test out neat features since i know they are suppose to be released soon. Offsite QA!

I’ll admit, that’s strange. You mentioned you were using a fork with manually merged commits, so it’s hard for me to know what version you’re using. Do you have the latest code (master branch) from the OnlineSubsystemGooglePlay directory? If you’re calling the IOnlineExternalUI functions to show the achievements & leaderboard UIs, they should work, that’s exactly what TappyChicken uses. You may also need to manually merge in changes to the Engine/Build/Android directory if you haven’t yet.