Unreal Engine 4.10 Preview

We attempted use of preview 3 and still having the same issue in preview 4, please see this video link with foliage disappearing: https://www…com/s/mjqr3e1j9623q79/2015-11-07-0139-13.mp4?dl=0

Anyone have any hints/tips? We are not doing anything special with foliage.

Some more information regarding the above. If I load one of our real maps and PIE, then the foliage is fine. If I go back to the testing map (shown in the video) then the foliage is fine. If I close the editor and open the testing map again I have the exact same problem but it goes away anytime I open a real map.

I’ve updated to Preview 4 and now it’s as if somebody is pressing the “D” button on the keyboard the whole time. When I’m in the scene it just moves right. I can’t enter or do anything. I have absolutely no idea what’s going on.

I’ve unplugged keyboard and mouse just to be sure but it’s still happening.

Is there any news on whether gpu particles is supported on ios metal in 4.10 since it was said to be supported since 4.7…Thanks !!!

[=;415857]
Is there any news on whether gpu particles is supported on ios metal in 4.10 since it was said to be supported since 4.7…Thanks !!!
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Epic said in this thread that 4.10 is not using metal so that should have answered your question, why do you keep repeating it?

[=;415697]
Just use Git. It’s in the name.
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Just wanted to make sure you realize that Github has supported subversion clients for a while now: https://help.github/articles/support-for-subversion-clients/

[= ;415862]
Epic said in this thread that 4.10 is not using metal so that should have answered your question, why do you keep repeating it?
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It’s called being passive-aggressive.

[= ;415862]
Epic said in this thread that 4.10 is not using metal so that should have answered your question, why do you keep repeating it?
[/]

Isn’t that what the new mac OSX uses now? I guess if I was a mac and that was the case, it would be pretty **** important for the game engine to support the graphics system the OS uses… or maybe not.

[=arbopa;415984]
Isn’t that what the new mac OSX uses now? I guess if I was a mac and that was the case, it would be pretty **** important for the game engine to support the graphics system the OS uses… or maybe not.
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Important enough to repeat the question 6 or so times?

[=arbopa;415984]
Isn’t that what the new mac OSX uses now? I guess if I was a mac and that was the case, it would be pretty **** important for the game engine to support the graphics system the OS uses… or maybe not.
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2016 is the year of Virtual reality… in terms of market growth, Unreal Engine has a critical role to play.
Why investing time now to support Metal wheras ios is still losing market share???
It would be a major error … and I guess the dev and research teams are way more concerned by Vulkan and Dirext X12 than Metal.

Did they fix 100% ue4 crashing when turn speed tree asset into destructible mesh?

[=Sky3;416762]
2016 is the year of Virtual reality…
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Just what the world needs, more fake reality. LOL.

Directx12 in 4.10 finally? :slight_smile:

+1 That would be a great feature

regarding Directx12

DX12 was in 4.9 already. But DX12 is mostly bringing more control to the engine developers so that they can optimize some stuff, so I’m not sure why people make it such a big deal.

If one would be upgrading from an earlier version, let’s say 4.7 to 4.10, would it be better to go straight from 4.7 to 4.10 or 4.7-8-9-10?

[=;417320]
DX12 was in 4.9 already. But DX12 is mostly bringing more control to the engine developers so that they can optimize some stuff, so I’m not sure why people make it such a big deal.
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Don’t talk nonsense. I meant a full stable and ready DX12, and not an early first iteration of it. Probably in 4.11 then :slight_smile:

[=OnlyHorrorOnlyHardcore;416980]
Did they fix 100% ue4 crashing when turn speed tree asset into destructible mesh?
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Hi OnlyHorrorOnlyHardcore,

Assuming you’re speaking about the issue reported with UE-3687. This is currently backlogged.

While the editor should not crash in situations like this, unfortunately,SpeedTree assets are not designed to be used with the destrucitble mesh editor. Due to their complexity and open faces this makes use of them as destructibles prone to a number of errors.

For limitations and general use questions regarding destructibles you can have a look at the Wiki Troubleshooting Guide for Destructibles that I wrote a little while back. https://wiki.unrealengine/Destructible_Troubleshooting_Guide#Limitations

Thank you!

+2 For dx12 !

[=AlexW88;417348]
If one would be upgrading from an earlier version, let’s say 4.7 to 4.10, would it be better to go straight from 4.7 to 4.10 or 4.7-8-9-10?
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I say you go straight from 4.7 to 4.10, and before you do, make sure to offer some sacrifices to the UE4 gods, because when you move a project to another version, it usually generate errors, and quite unique one at that, sometime it simply impossible to open project again. Based on personal experience. was trying to upgrade my blueprint project plus some C++ code from 4.6 to 4.7 and 4.9, the result was pretty banana.