Awesome once again, great release
[=ayretek;418400]
??? - Did Sequencer make it into 4.10? -???
[/]
Sequencer is available in an Experimental state in 4.10. To enable Sequencer, go to Edit > Plugins > Editor > Level Sequence Editor. Create Level Sequence assets under the Animation menu.
Please keep in mind that it is experimental and is not yet fully supported.
*insert thank you gif * Great workā¦like every time!
great, thanks
saw it mentioned many times and hoped it at least made it to experimental, great news!
[=;418392]
Yep! Its the dirty little secret of Epic.
They can discuss openly all kinds of stuff except where the heck is Mr.Noland and when they (if) will resume development.
[/]
Well. You know. Itās probably a biz decision. Resources. So much going on in Epic dev world: VR cominā strong and fast, Metal, dx12, VS 2015, etc. etcā¦ And gotta deal with us rowdy devs and wanna-beās (like me) I can see where they might want to; and Iām just hypothesizing, I know nothing; put 2d on the back-burner until they get the engine to a certain point.
But anyway, your game looks super-cool, I guess you managed. I watched on the forums as you were making progress. Looking forward to it. Boss fight looks great! And yet, I do miss the purple-headed one making github commits and offering insight on Paper2d.
Good luck dude
Hi. I am having troubles launching the 4.10. I run the Launcher, double click the 4.10. version and nothing happens but the Launcher freezes. In the task manager I see three instances of the UE4Editor.exe taking about 120kb RAM each and three instances of the UnrealCEFSubProcess.exe taking about 11,000kb RAM each. These processes are all unkillable. The Launcher instace can be killed within the task manager. 4.9.2 works well. I have VS2015 Express installed along with required VC redistributables. Any suggestion on how can I solve this, please?
[=sukovf;418453]
Hi. I am having troubles launching the 4.10. I run the Launcher, double click the 4.10. version and nothing happens but the Launcher freezes. In the task manager I see three instances of the UE4Editor.exe taking about 120kb RAM each and three instances of the UnrealCEFSubProcess.exe taking about 11,000kb RAM each. These processes are all unkillable. The Launcher instace can be killed within the task manager. 4.9.2 works well. I have VS2015 Express installed along with required VC redistributables. Any suggestion on how can I solve this, please?
[/]
Hi sukovf,
Iām sorry to hear that you are having a challenge getting the editor to launch. Weāll be glad to help you troubleshoot this, but the forums arenāt an ideal place to do so. Can you please make a post for this on the UE4 Answerhub in the Installation & Setup section? Weāll follow up with you there.
Thanks
[=breese45;418435]
Well. You know. Itās probably a biz decision. Resources. So much going on in Epic dev world: VR cominā strong and fast, Metal, dx12, VS 2015, etc. etcā¦ And gotta deal with us rowdy devs and wanna-beās (like me) I can see where they might want to; and Iām just hypothesizing, I know nothing; put 2d on the back-burner until they get the engine to a certain point.
But anyway, your game looks super-cool, I guess you managed. I watched on the forums as you were making progress. Looking forward to it. Boss fight looks great! And yet, I do miss the purple-headed one making github commits and offering insight on Paper2d.
Good luck dude
[/]
Thanks bud! Really appreciate the kind words.
I understand what you are saying but 2d is super easy to maintain and develop for, since what we really want is for a dev to make sprites work with the existing Unreal infrastructure and the occasional tweak and addition, like locking layers .
For example to create UMG was a huge undertaking. But i donāt think making flipbooks work inside it, is something that requires a lot of effort( again i am hypothesizing trying to use common sense. I have no clue how UMG works) since all the hard work has already been done.
As people depend on VR, Mobile etc i depend on Paper2d. So it very unfair for us 2d guys to be left behind since we require 1/10 of the resources that the other guys need.
Anyway i am going to leave it because i sound salty and i dont like the feeling
Gongats to the rest of the guys for a solid and hopefully stable release.
Cheers!
cant get the oculus working with 4.10
tells me āvr compositor stopped workingā as soon as i open a 4.10 project. tried new ones as well.
Hi newb . I opened a copy of the project Iām working on in 4.10 and all the assets are black even the fbxās
I opened a test project in 4.10 and imported an fbx and itās fine.
If I want my current project to exist in 4.10, do I have to build the level again in 4.10 or is there a way of upgrading the the entire project when the marketplace assets Iāve used are compatible with 4.10.
Thanks
I too have VR compositor issues: http://scr.hu/1z9l/6zhqb
Worked fine yesterday in 4.9, its a very simple scene using the First person template in VR mode.
DK2 checks out fine.
[= Ellis;418411]
Sequencer is available in an Experimental state in 4.10. To enable Sequencer, go to Edit > Plugins > Editor > Level Sequence Editor. Create Level Sequence assets under the Animation menu.
Please keep in mind that it is experimental and is not yet fully supported.
[/]
Sequencer wonāt really be fully usable until 4.11. We implemented a large number of features in the past four weeks, none of which made it into 4.10. We will likely see those in the GitHub Master branch in about a week or two.
Why there are no stream about new version release, did i miss it?
Known Issues:
4.9 and 4.10 Set Morph Target not being sent to children of Inherited Mesh!
Major regression in the engine. Fixed by changing one line of code. Changing that line of code causes no other errors as to my knowledge. Still not fixed. I changed the line of code and have been using the engine non-stop with that line of code changed. I donāt know why the change was not added to this release but Iād love to know why this hasnāt been fixed yet. It seems like a simple enough thing to fix. Is there some major reason?
https://github.com/EpicGames/UnrealEngine/pull/1512
I know this isnāt the place for bug reports. Iām just worried that this bug (more like regression because it worked in all versions prior to 4.9) got lost in your notes somewhere. There have been 3 hotfixes and now 1 major release where this bug has not been repaired. This bug is impacting, as in, it matters. Yall do know about this still right? I just want to make sure you havenāt forgotten about it.
(Edit: After I wrote it I realized it sounded like I was being a Grumpy Guss. Not the case. Iām just bringing it up as a reminder.)
Testing it out now. Hopefully Substance will be avaliable soon cause I donāt want to have to compile it from source when all that was needed was putting the āMarketplaceā folder in the plugin folder. :\
So, first thing i noticed after launch 4.10 is there are google search integration into the engine.
Hi friends,
Please correct the blog post link URL on githubās realease 4.10.0 page (https://github.com/EpicGames/UnrealEngine/releases) as it seems to b wrong.
Have a nice day! 8)
Nice work guys and gals!
I do need to bring up one thing though that it seems that you guys missedā¦ the release of Bullet Train
PS: There were 2 things I was hoping to see, but they may have been reported a bit too late:
- Adding a mesh to be a child and attaching to an attach point causes a weird offset
- Detecting OS in blueprints
SOā¦I made a new project and I made a new scene I added the OpenWorld ShowCase assets. Tried to import a tree and the engine hung for 10 minutes and was using 8GB of physical ram. I am running an Intel i7 950 3.2Ghz Quad core with 8 Threads, 8MB Cache, 24GB DDR3 G.Skill Gammer RAM PC-1600, eVga NVidia GeForce Titan X 12GB GDDR5. So my question since I am not a pro programmers buy any means but I know how hardware works and engines etc. With 4.9.2 if I had anything open like FireFox or even Skype it would just lag like I was on my old 660GTX SuperClocked 2GB. Now I add a single meshe to a completely new scene and I am waiting upwards of 10mins for it to show up then another 6 for the shaders to compile!? What happen? I use to be able to have Google Hangouts with my companys and shows the Reflections/SubWay demo at 1080p with no lag on my old 660!? So why am I have issues that plagued my old card due to only having 2GB of RAM and some things were very complex but it would load in a decent time. Recently thoughā¦10 mins for a single object from a showcase that says āreccomended GeForce GTX980ā >_> which my card destroys in all aspects and not just in price. I am really upset cause seems like the last couple builds the engine seems to take longer or require more resources for the same thing in a prior release. I really hope I donāt have to start all over again because my company plans on having a teaser next month if things go right. Hopefully I am not the only one with this issue.
Great improvement! Thanks Epic. I was waiting for the solution of bug defined as UE-20358 in 4.10. Currently distance field shadows are not working for some of AMD cards such as R9-2X series. Has that problem been solved?