So when will we finally have spline-based audio support like we did in UDK? Will we ever get the Wwise Integration Plugin so we don’t have to manually build source and integrate Wwise over the course of an entire day?
I don’t quite get the landscape new features,
does it means that I can now directly paint by using different materials instead of having to create a unique one with multiple layers?
This is awesome! Thank you so much Epic staff for your hard work on UE4!
[=;449299]
I don’t quite get the landscape new features,
does it means that I can now directly paint by using different materials instead of having to create a unique one with multiple layers?
As far as I understand it, it will just allow you to select a set of layers of a single material for every component (one material shared between all components). I think each component can have up to 4 different layers active but currently, the layers are selected “automatically” when you paint the terrain.
Is there any information on how to use Sequencer? This is the reason we are looking to move from 4.9 to 4.11 but when I open the window I just get a blank window and can’t figure out how to use it
EDIT: Ok so the window is accessible without doing anything, but Sequencer itself isn’t usable until you go into Plugins and activate it. bit confusing there
Basically to get up and running with Sequencer:
- Go into Plugins and enable the Level Sequencer plugin
- In the toolbar click Cinematics (same button where Matinee is) and then New Level Sequence
Still haven’t seen any mention of how the VR Stereo Layers (layers, not instancing) feature works. Would love some insight into that. Thanks!
Having an issue with Skeletal Meshes.
The cube on the left is correct, and is a static mesh. The one on the right is the same mesh imported as skeletal. Notice all the dark splotches? They persist when I disable shadows as well!
Whats going on here? Sort of likes like the skeletal mesh has some smoothing or something applied (although the angles are 90 degrees). It is only like this for newly imported skeletal meshes, but the ones I imported before 4.11 look correct.
EDIT: It turns out it’s a problem with the normals. Switching it from MikkTSpace to BuiltIn fixes the issue.
[=Pumpy Bird;450254]
Having an issue with Skeletal Meshes.
The cube on the left is correct, and is a static mesh. The one on the right is the same mesh imported as skeletal. Notice all the dark splotches? They persist when I disable shadows as well!
Whats going on here? Sort of likes like the skeletal mesh has some smoothing or something applied (although the angles are 90 degrees). It is only like this for newly imported skeletal meshes, but the ones I imported before 4.11 look correct.
Try reimporting with ‘Merge Overlapping Vertices’ off. It has to do with the way sharp edges are rendered; in essence, every sharp edge is two duplicate edges connected to two different groups of faces.
[=Axtel Sturnclaw;450348]
Try reimporting with ‘Merge Overlapping Vertices’ off. It has to do with the way sharp edges are rendered; in essence, every sharp edge is two duplicate edges connected to two different groups of faces.
For whatever reason that doesn’t help. I believe the MikkTSpace normal computation has changed in some way.
The issue here is definitely as Axtel Sturnclaw pointed out – Unreal has merged overlapping vertices. If you re-import with Merge Overlapping Vertices off, and it still happens, try assigning different smoothing groups to each face; and ensure that no ‘Vertex Welding’ is selected in FBX export. (or some ‘Auto Smoothing’)
Its some kind of bug, even with proper smoothing groups and all that no combination of settings preserve the overlapping verts besides the one I mentioned.
[= Ellis;448005]
Hey
For those interested in the new shading models, some information has been provided in our Twitch stream discussing how they were used for Epic’s Paragon characters:
Unreal Engine Livestream - Tech & Techniques Behind Creating the Characters for Paragon
Cheers
Hi, is there a way you can get them to release screenshots of the materials used for the new hair, eye, cloth shader models from the video link you provided? You can’t see the materials clearly in the video.
Are the UE4 devs not sharing the material info for some particular reason since 4.11 is not officially out yet?
The issue with standalone games not working with VR (UE-24264) (jn my case DK2) is still occurring. I’m running oculus runtime 0.8 (as 1.0 isn’t implemented yet as per the release notes at the start of this thread).
add Russian language. pleas … it is very difficult to work in a foreign language.
I think there’s a bug with BSP object’s Details tab. In the editor sometimes the Surface Properties will disappear randomly.
edit: apparently it’s not random. Clicking on a brush object in World Outliner tab will hide the Surface Materials and Surface Properties. While clicking on a brush object in 3D view window will show them normally. Also I noticed that the material list of a brush sometimes shows different material(s) although visually the brush is still shown with correct material. Clicking on the brush few times will bring the correct material list in Surface Materials tab.
Just want to bump UE-24810 and UE-24809 priority, basically with fog issue ALL of my projects are unusable, including Marketplace products.
[=;443176]
MainFrameActions: Packaging (iOS): Program.: ERROR: AutomationTool terminated with exception: ERROR: GetBuildPlatform: No BuildPlatform found for IOS
MainFrameActions: Packaging (iOS): Program.: AutomationTool exiting with ExitCode=1 (Error_Unknown)
MainFrameActions: Packaging (iOS): Domain_ProcessExit
MainFrameActions: Packaging (iOS): copying UAT log files…
MainFrameActions: Packaging (iOS): BUILD FAILED
PackagingResults:Error: Error Unknown Error
I cannot package for ios now…
I am getting this error also, but can package fine with 4.10
“A material with active is rendering as transparent”
Yep! I have the same problem. Anybody know how to fix it?
[=;451638]
Just want to bump UE-24810 and UE-24809 priority, basically with fog issue ALL of my projects are unusable, including Marketplace products.
Hi ,
UE-24810 has already been resolved internally and should make it out in one of the upcoming preview releases. I’m not sure if it’ll be in 4.11 p2 yet or not though, but should make it into preview 3.
UE-24809 is still yet to be resolved.
Keep an eye out for 's 4.11 Preview posts for updates on current known 4.11 bugs being addressed.
Thank you!
Eye shader setup.
Can someone please just copy-paste a quick screengrab showing the basic shader graph for use with the eye shader? I’ve tried everything I can think of, and it looks awful (illumination only affecting iris when light is shining from directly below, no refraction etc etc)