There’s no update on this yet, but I’ll follow up on it with our engineers once is back from the holiday break.
Cheers
That is unfortunate… could you please forward the request for at the very least a hacky workaround, even if it’s something as silly as inporting in 4.9 then moving the .uasset. Anything to make the new version usable.
First detected (sorry guys, Answerhub still doesn’t work for me).
Created a C++ project, loaded the engine in DevelopmentEditor. Created and opened a new UMG widget. Close the whole editor while the UMG editor is open, without saving the widget and NOT by ‘Stopping’ in Visual - get a here (Line 395, SlateApplicationBase.h)
[=;441843]
Thanks for putting the 4.11 preview out before the break. It would be amazing if you guys could post highres screens of the material setups for eye, tearline and hair!
Yeah, it would be great if you could put a screen what/where to pin in the materials so we can test it
A few notes about the current state of instanced stereo in this release. The framework and basic rendering support are in this preview. There should be no issues or performance regressions with the feature turned off.
The feature is enabled by checking Instanced Stereo under Edit -> Project Settings -> Rendering -> VR. This requires an engine restart and shader recompile. The base pass and early-z pass should work with static meshes, skeletal meshes, sprite particles and mesh particles with the feature turned on (both serial and parallel rendering paths). A number of small optimizations and other rendering features are not implemented in this release, but will be ready for 4.11.
Instanced stereo currently works on PC (DirectX) and PS4. Other platforms will be something I look at after 4.11.
I made a video that demonstrates how the feature works:.com/watch?v=
Basically, we’re utilizing hardware instancing to draw both eyes simultaneously with a single draw call and pass through the render loop. This cuts down render thread CPU time significantly and also improves GPU performance. Bullet Train was seeing ~15 - 20% CPU improvement on the render thread and ~7 - 10% improvement on the GPU.