Unreal Engine 4.11 Preview

a sad point Linux got forgotten once again

[=;443548]
Bug: Terrible strobing in anim viewer / scene with a few objects

Able to reproduce?: Yup. Clean project will cause it.

GPU: GTX 970

Has this happened in any previous engine: Nope.

Same issue here with GTX980M…Mayeb has something to do with the reflection and skylight…

light channels. finally :smiley:

a Q on this tho: can i access one channel in a post-process matherial and if so how? i wasnt able to locate any node for this

Context: i am trying to recreate this shadow effect

Lightmass optimization, instanced stereo, dithered static mesh LOD :o

What exactly is

>Head Mounted Display Camera Refactor

?

Also has anything changed about the handling of VR players? For some reason I’m incredibly short in VR now, after resetting orientation and position. Non-VR player is at the correct height.

Will instanced stereo rendering eventually support tessellation? Will it possibly be working by the time 4.11 goes final, or are there big barriers to it working? Thanks.

I’ve been using a source build of 4.11 P1, and so far whenever I try to compile my project, it also recompiles the whole engine (around 700 modules or so). This naturally makes iteration times… pretty slow. I can’t just hit ‘Local Windows Debugger’ anymore, and right-clicking then debugging the actual project in VS doesn’t work either.

I also tried with the Unreal VS Extension. Still builds the whole engine…

I eventually left everything to compile just to see if it would, and I got this and error around the 80-90% loading . I’ve done nothing to the Foliage tools or any modifications to the editor, nor am I even using Foliage in my project at the moment.



[2015.12.27-22.42.50:448]  0]LogModuleManager:Warning: ModuleManager: Unable to load module 'G:/Unreal Engine/Engine Builds/BZBuild/Engine/Binaries/Win64/UE4Editor-FoliageEdit.dll' because the file couldn't be loaded by the OS.
Assertion failed: ModuleManager.IsModuleLoaded(ModuleName) [File:G:\Unreal Engine\Engine Builds\BZBuild\Engine\Source\Runtime\Core\Public\Modules\ModuleManager.h] [Line: 240] 
Tried to get module interface for unloaded module: 'FoliageEdit'
UE4Editor.exe has triggered a breakpoint.


[=gabrielefx;443459]

regarding Embree I think it’s the best new feature. Is it possible to create static renders similar to the ones generated by Keyshot? Can we see the progressive render and stop it when we want?
Embree is a path tracing renderer used in Keyshot, Corona and partially in Vray. I’d like to understand how Embree will work within Unreal Engine.

There should be no difference between the the addition of Embree and the older method that was used. The use of lightmass is no different than in previous versions except that light builds are now much faster!

If you would like to test the difference yourself or suspect any issues you can always verify this on your end by going into the BaseLightmass.ini file in the Engine/Config/ folder. You can change the line bUseEmbree=true to false.

[=;442482]
I’d love if we could get a hotfix for 4.10.x where modifying the layout causes insta-crashes. This is a well known issue and makes tutorial recording horrible and slow and makes workflows shorter.

Just my gripe for the day. Cant wait to see all the other goodies for 4.11 offical :slight_smile:

Hi ,

Has this already been reported on AnswerHub? If not, can you make sure to post this in the Bug Reports section and we can investigate. If it has been reported can you post the link or the number here (UE-xxxxx) and I can check status of this.

There are plans for a 4.10.2, but no firm date yet for when this would go out. I can at least verify if this has been considered for that release if it’s already logged.

Thank you!

[=;442794]
A material with active is rendering as transparent

Hi FrankiV,

This has been reported with UE-24773. Thank you for taking the time post and let us know. :slight_smile:

[=;443280]
please please fix UE-23366. crashing after closing PIE or my character BPs really kills it :frowning:

Hi ,

This is marked as “In Progress” and there seems to be enough information to make it reproducible. For right now, it’s marked as 4.11 for the fix, but unfortunately, until a fix is actually submitted and tested we cannot guarantee this will make it.

Keep an eye out in the updates for each Preview release when Stephene posts the fixed bugs and known issues list.

Thank you!

Answerhub post for above issue.

oodle sounds great, how much does the sdk purchase cost? them not listing a price on their website makes me think i cant afford it

The Module Unloading problem is still occurring for me even in a binary version of the engine now. Something is very screwed up here…

[=;444477]
The Module Unloading problem is still occurring for me even in a binary version of the engine now. Something is very screwed up here…

I had the same issue, different module, same error. i did a Clean followed by a Build (completely rebuild engine from scratch) and it then allowed me to start the editor successfully.

Will the use of Embree have a impact on those of us who use AMD Video Cards / CPUs?

[=;444553]
Will the use of Embree have a impact on those of us who use AMD Video Cards / CPUs?

There is no impact on use of different cards/CPUs. This is just replacing the original method of gathering traces for light calculations. The fact that the library was developed by Intel has no bearing on the CPU that is used.

Light builds are now 2x faster in some cases and that’s just awesome! :slight_smile:

[=;444494]
I had the same issue, different module, same error. i did a Clean followed by a Build (completely rebuild engine from scratch) and it then allowed me to start the editor successfully.

Thanks, I did that too eventually but still didn’t help me :frowning: Are you downloading the engine via the from or via a Git client of some kind? I’m using Source Tree to download it. Done it twice now, both times to no avail.

The editor itself seems to start, I can create new projects just fine. It’s only when I try to load my game with it that the module unloads itself during startup - but still makes no sense. I find it odd that both the Launcher and the Source version do it to me.

Will Decals be supported in instanced stereo rendering mode? Looks like right now decals and also some masked gpu particle systems are only rendering in 1 eye. Thanks!

[= ;444579]
There is no impact on use of different cards/CPUs. This is just replacing the original method of gathering traces for light calculations. The fact that the library was developed by Intel has no bearing on the CPU that is used.

Light builds are now 2x faster in some cases and that’s just awesome! :slight_smile:

Thanks for the info.

This has been a major concern of mine. Thank you for putting it to rest :slight_smile:

[=;441926]
Does someone know how to enable metal rendering on my mac ? Is there the experimental option in the editor settings ? Thanks

I would be interested to hear more on this, as well. I haven’t had a to download the preview on my Mac as of yet. Is this enabled by default and is there a performance boost?