Unreal Engine 4.10 Preview

[= ;399784]
Sequencer will still be “Experimental” all throughout 4.10. It most likely won’t be fully supported until 4.11 or later.
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I see. I’ll wait for it though. I can afford it. :smiley:

Has the Leap Motion orientation issue been resolved?

“Blueprint Node Alignment Routines. A comprehensive set of layout routines for fast organization of blueprint graphs.” that reminds me of blender, nice!

Ouch. We only bought VS Pro 2013 three months ago because UE didn’t support 2015 then. Now it’s 2015 or nothing. Any of fixing this ? It doesn’t seem like a technical limitation.

So with vs2015 installed,I can uninstall VS2013?

Preview on the release branch, wish i checked here first.

will 4.10 include latest OpenAL Soft 1.16 version for Win 32/64 and Linux ?

I uninstalled 2013 and currently has only 2015 on my system now. Running VS2015 with 4.10 right now. However you’ll need VS2013 to continue using 4.9.

Why there is no new “Engine Features Preview” thread that shows what is new in 4.10?

[=;400923]
Why there is no new “Engine Features Preview” thread that shows what is new in 4.10?
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As they said, it’s more bug fixes than new features:

[=;385611]
It’s been a while since we don’t get another engine features preview… :wink: :wink:
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[= Paschall;389168]
Hey guys,

Sorry for the delay. Right now the new features will be less of a focus for a little while. The majority of what has been going into 4.10, as you can see from github, are bug fixes and improvements to features. I have pulled a couple of new features aside for an upcoming news post, but I want to get some more content ready before publishing it.
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Hmm… VS 2015 comming already :wink:

I did a checkout of the 4.10 branch before they made the preview. And something I noticed (which I didn’t find in the summary) was that the SSAO was faster in this build than in 4.9.2. :slight_smile:

[=;399764]
What’s the of temporal AA being bad quality (grainy/ghosty)? It wasn’t fixed in 4.9.X AFAIK and I don’t see the note in 4.10.

Cheers!
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i have the same issue and after downloading 4.10 i still have the same issue :confused: :frowning:

am i doing something wrong?

Sequencer YEEEEEEEEEEES!!! Cant wait to C If I can incorporate UE to my 3D pipeline! thanks

two bugs filed, does anyone else have these problems? (both Launcher-Version)

  1. https://answers.unrealengine/questions/318996/410-preview-enabling-perforce-crashes-editior.html
  2. https://answers.unrealengine/questions/319037/410-previews-keeps-rebuilding-ddc-at-project-load.html

edit: 2) I messed up myself blushes

Is Instanced Stereo Rendering in 4.10 preview?

[= Vogel;399494]
In active development – most likely not going to make it till 4.12 though.
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Sorry, didn’t hear about this til now but which one do you mean is in active development - BP optimizations or BP to C++ converter?

Oh, seems it’s a converter. Cool.

Allright, using 4.10 from github I get a linker error:

LINK : fatal error LNK1181: Eingabedatei “rpcrt4.lib” kann nicht ge├Àffnet werden. (rpcrt4.lib cannot be opened).

I removed and reinstalled VS2015 as I had it installed and upgraded through since Windows 10 and VS2015 were previews, and I had to manually specify CRT include and lib paths everwhere but in cmake/qmake projects before the reinstall.

Before that reinstall UE couldn’t compile resource files, now it compiles everything fine but just fails with this linker error.

When I generate the project files there is an CSC error telling me that “C:\Program Files (x86)\Windows Kits\10\lib\wdf\um\x64” doesn’t exist. Looks like its trying to use the Driver Kit headers, but picking the wrong path. Shouldn’t it pick “C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\um\x64”?

The evironment variables apparently for the SDK (WindowsSDKLibVersion and WindowsSDKVersion) say wdf, though no difference if I place 10.0.10240.0\ in there before generating the solution.

How can I change it, or what do I do wrong, any tips are greatly appreciated.

[=Demoneyejin;400306]
I know I have a few tilemaps that I use that I can use navmesh on, I also use tile maps with procedural stuff so tilemaps is pretty good but collision is def a big thing that could be made with ease in mind.

edit: oh and of course performance improvement across the board for having a lot of different actors doing a lot of different things (paper2d wise.)
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You can get by fairly easily by using the box collision on sprites in flipbooks. Also, while sprite’s don’t automatically tilt on ramps it’s incredibly easy to simulate. I have some blueprint code I wrote if you’re in need of that (seems a lot of people are at some point).

Also, you said you got navmesh working with tilemaps – did you have to manually add 3D collision boxes or was adding a collision shape around the tile enough? In addition, are you collision tiles on the same axis value (eg: Y:0) as your character or do they vary (eg: Collision Y:10 Player Y:0)?

--------------EDIT BELOW FOR EPIC-----------------
Is there a bug fix log somewhere for the 4.10 release? I cannot find it.

[= ;398250]
PREVIEW!

A Preview of the upcoming 4.10 release is now available via the Epic Games Launcher and GitHub. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

We encourage users to check out the preview to try new features and inform us of any issues which we may not have caught. A Known Issues List is provided below which will be updated periodically. If you discover any additional issues with this preview release, please report the issue on the Bug Reports section of the Unreal Engine AnswerHub.

4.10 is a smaller release than previous releases. We focused less on new features, and more on bug fixes. Our goal is for 4.10 to prove to be a very stable release for everyone to develop on.

4.10 Preview Summary

This list provides a brief summary of updates in this release. Full release notes will be made available with the final 4.10 release. We may not be able to provide additional information about updates at this time.

  • Build Updates:

    • The launcher distribution of the engine now requires Visual 2015 for code projects. Visual 2013 and 2015 are both supported on GitHub.

  • Platform Updates:

    • Multiple gamepads are now supported for Android along with identifying some common controller types and mappings.

    • Support for an optional launch screen for Android projects has been added.

    • Xcode Project Overhaul. Instead of a single project containing multiple targets we now have a workspace consisting of multiple projects, one per target.

    • SDK upgrades: Visual 2015, Xcode 7, iOS9/MacOS 10.11 El Capitan, PS4 SDK 3.00, Android Marshmallow/6.0

    • Users are now able to explicitly select a mobile provision and certificate in the iOS Project Settings.

  • Mobile Rendering Updates:

    • Refraction on Mobile enabled on and above and Android_High

    • Material Quality Level Scalability System for Mobile. Allow your mobile game to scale all the way down to low end devices, without sacrificing quality!

  • VR Updates:

    • In order to optimize rendering for head mounted displays, we’ve implemented Hidden and Visible Mesh optimizations. These two optimizations ensure that we do not spend GPU time working on pixels that will not be displayed in the actual device, because of lens distortions.

    • We’ve updated Motion Controller Components to now do a late-update right before we begin rendering. That means that controls will feel more responsive, and better reflect what the player is doing in the real world.

  • Landscape Updates:

    • Landscape Mirror Tool. Easily make symmetrical landscapes!

  • Editor Updates:

    • Blueprint Node Alignment Routines. A comprehensive set of layout routines for fast organization of blueprint graphs.

    • An experimental state for Sequencer (the future replacement for Matinee).

      • To enable Sequencer, go to Edit > Plugins > Editor > Level Sequence Editor. Create Level Sequence assets under the Animation menu.

  • Additional details and bug fixes will be communicated in the full Release Notes for 4.10!

More than 300 bug fixes have been included in this Preview, and additional fixes will be added leading up to the final 4.10 release.
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Thank God, bug fixes! I didn’t expect from Epic games to listen, but hey! This is good news, I’m really looking forward to retaliate of bugs like UE-20920