god how is it even possible lol
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Hey ,
I was able to see this one has already been reported with UE-25449 and a fix was submitted yesterday. This should be verified soon.
Thank you!
Hi,
I just checked in 4.11 p3 and it seems indeed fixed.
You guys are awesome
Preview 3 still doesn’t fix the C++ AMP problem:(
[=]
Not trying to sound repetative though I have yet to see if someone has answered my question or pointed me to an AnwerHub link. Has anyone gotten Substance Plugin to work in 4.11 P2? I tried to compile it with 4.11 P1 like I have done with prior vesions of UE via source but as soon as it hits the Substance Plugin it kills the build. With custom versions or even source for a marjor release that didn’t have the “Marketplace” plugin I was still able to compile it be it official or a custom version based of a stable release. If someone could point me to were I need to go if it has been “fixed/added” I would be very greatful since a lot of the assets we have that are useable/rigged models use Substance Shaders and loading them with out Substance they look like they are Unlit or how models looked when people were able to mod Doom III to run on old Voodoo II/III cards and everything is washed out.
We had to make some changes to how the build rules were handled for 4.11. I don’t know off hand if we required source code changes. We are keeping pace with the preview releases so that when the official release comes, the Substance Plugin is ready to go!
check this page, it shows some cases:
Isn’t this something that should be fixed by the 3d modeler since they went crazy with the 3d hair planes?
This looks like a simple fix in 3d /maya/blender.
the ones on that page show some hair that isn’t too complex. the hair from the robot dude in the paragon video would have these glitches all over the place
Hmmm, I see.
3D has a conform brush, if you use it properly you can avoid intersections.
Thank you . Guess I wull be waiting for the official stable release. Was kind of hoping to mess with it now but I can wait if it means not having to tweak a lot of our assets more then needed.
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Isn’t this something that should be fixed by the 3d modeler since they went crazy with the 3d hair planes?
This looks like a simple fix in 3d /maya/blender.
Unfortunately, that’s not the case , it’s an issue with the way that translucent shaders work on meshes with multiple mesh subobjects and their depth sorting.
(Even a simple one layer hair mesh can display incorrectly, rendering the part of the mesh from the far side of the head in front of the part of the mesh on the near side of the head).
Hopefully this is all taken into account in the new hair shading, I guess we’ll just have to wait a couple of months until the documentation comes out to see
[=;457120]
Isn’t this something that should be fixed by the 3d modeler since they went crazy with the 3d hair planes?
This looks like a simple fix in 3d /maya/blender.
Hmmm, I see.
3D has a conform brush, if you use it properly you can avoid intersections.
That isn’t how it works. In the example above, if you were to look at the geometry you’d see that it IS properly placed. But it is being DRAWN in the wrong order. The triangles below are being rendered on top of the triangles above. The problem is how deferred renderer handles translucent object drawing and it’s something that hasn’t been solved yet and most likely never will. You have to use a masked material with hair, no two ways around it.
[= Studios;457254]
Hopefully this is all taken into account in the new hair shading, I guess we’ll just have to wait a couple of months until the documentation comes out to see
their hair, like many other things they do now, is using Masked materials with fuzzy alpha that gets corrected with TemporalAA.
but if you don’t like TemporalAA or just can’t use it (for example a project with fast moving objects, where TemporalAA is very glitchy) then you’ll be getting dither patterns which are ugly as hell (something like this, but just static). but going back to a non fully functional Translucent mode is also bad.
I really don’t like them doing this. the need for Translucency isn’t going anywhere - there’s only so much TemporalAA can do to fake it, but for water or glass…
and you’ll always have people with lower-end rigs that have to tune down the graphical settings in games, and disabling AA will happen
Hi
I can’t seem to log on to answer hub for the time being, so I thought I’d post this here.
I’m running OSX 10.11.2 and I can’t select spline points on 4.11 preview 3, both on the landscape and on the spline mesh actor.
My workaround for the landscape spline is to attach a mesh to each of the points, only then I can select them.
This isn’t so in 4.10.2.
Cheers
Is there a reason that previews are now being pushed to the Release branch on ?
According to the readme, it says that Release is supposed to be the most stable releases, and obviously Previews aren’t stable.
This is really mucking with workflow as we are basing our engine branch off of Release, and we don’t want to move to 4.11 until it’s stable. It’s not as much of an issue now as 4.10 branch doesn’t have any unreleased changes, but it did a few weeks ago.
I have a osx issue/bug.
If i launch the editor from the launcher it doesnt give me any error. When i launched it outside the editor i got the error “Required 10.10.5 or higher”. This may be an issue for those wondering why nothing happens when trying to launch on osx
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their hair, like many other things they do now, is using Masked materials with fuzzy alpha that gets corrected with TemporalAA.
but if you don’t like TemporalAA or just can’t use it (for example a project with fast moving objects, where TemporalAA is very glitchy) then you’ll be getting dither patterns which are ugly as hell (something like this, but just static). but going back to a non fully functional Translucent mode is also bad.
I really don’t like them doing this. the need for Translucency isn’t going anywhere - there’s only so much TemporalAA can do to fake it, but for water or glass…
and you’ll always have people with lower-end rigs that have to tune down the graphical settings in games, and disabling AA will happen
Alternative for hair is per pixel linked list and sorting. AMD has TressFX and Nvidia has Hairworks for this. Both look really cool but are pretty slow. Transparency isn’t solved problem.
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Is there a reason that previews are now being pushed to the Release branch on ?
According to the readme, it says that Release is supposed to be the most stable releases, and obviously Previews aren’t stable.
This is really mucking with workflow as we are basing our engine branch off of Release, and we don’t want to move to 4.11 until it’s stable. It’s not as much of an issue now as 4.10 branch doesn’t have any unreleased changes, but it did a few weeks ago.
This is a mistake that we are working to fix. Our apologies for the inconvenience. Currently we suggest you sync by Tag instead of by Branch.
Is there any reason for removing “decal mask” from Buffer Visualization Mode? I used it quite often in previous version of the UE.
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Hi ,
This pull request is still under review. Unfortunately we have already passed feature lock for 4.11, so it is unlikely that any more pull requests will make it into 4.11 unless they are absolutely critical.
thanks for the answer i made a check with the guy who fixed the lan android issue in the above pull request and he told me that the wifi lan in android is still not officially supported and its not a bug in the engine so to get this feature we need to ask epic team to add it to the engine so can you tell me if there are a specific form that i can request feature of lan wifi to be supported in android by the engine so we can make a project of Co Op games in android without need of external wifi router ?
THanks
[= Ellis;437457]
Packet handler system
Easy interception of packets for things like encryption, compression, etc
Added CryptoPP, and packet handler components that support it out of the box
More info on this please? Can I use this with my own non unreal server?
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This is a mistake that we are working to fix. Our apologies for the inconvenience. Currently we suggest you sync by Tag instead of by Branch.
I thought this was a message that there will be no more 4.10 hotfixes
Fetch… observe… decide to merge or not…
I don’t known why or what i do if do something but my “ThirdPersonCharacter” mesh in my testing 4.11 project disappears. Nothing dramatic, i select again the Skeletal Mesh and the Anim Class and its fine again.
I have a few questions.
Is GLES 3.x available out of the box (without a need to recompile engine) ?
Is Oculus Mobile/Audio SDK 1.x already made it into preview 3 ?