Unreal Engine 4.11 Preview

+1

I also would love to know how to enable Metal at Mac OS in order to check the performance boost it brings!

It does seem pretty quick on MacOS now, I only had a few minutes with it but it was much smoother, its enabled by default (Metal). Can’t wait to get some more time to play over the next couple of weeks - currently trying to hit Alpha on a Unity project though :frowning:

[=;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.

Please post this as an AnswerHub entry under Bug Reports and include step by step repro steps and a screenshot of the issue. Also, please include a link to the AnswerHub post here.

So far I have not been able to reproduce this following these steps: In UE4, in a new Third Person Blueprint project, I tried to reproduce the issue by 1) Playing in editor, 2) previewing all default anim sequences in Persona and 3) scrolling over the miniature preview animations available when selecting animations for a Blendspace.

*Note, I just updated my drivers last week so please make sure your drivers are up to date. -Thanks

Sweet, really excited that OSX is getting a Metal renderer. Obviously it’s never going to be ideal, but I’d love to be able to use my 13-inch as a portable dev machine - currently the framerates on Intel Iris are just a bit below playable, but I’m crossing my fingers that the Metal renderer will push it into comfortable territories.

Glad the layout is fixed! Cant wait for a stable release (some blueprints in 4.11p1 but not 4.10.1 upon compile)

[=;445340]
Glad the layout is fixed! Cant wait for a stable release (some blueprints in 4.11p1 but not 4.10.1 upon compile)

Hi ,

Can you make sure to post your crashes to AnswerHub in the Bug Reports section, if they are not already? Once done we can get those assigned out to our team to investigate as quickly as possible.

Thank you!

I’m not really seeing any tangible performance increase with the Metal renderer on my Iris 6100. I’m guessing this is probably not really Epic’s problem, but similar to the lack of performance gains seen on IGPUs under DirectX12. So, that’s a little disappointing I guess, but probably to be expected. It’s a real shame Intel can’t just come up with an IGPU solution that doesn’t completely suck, haha.

Yup, I have an iMac with a NVIDIA GeForce GTX 680MX 2048 MB and that has definitely worked out well for me. I also have an older MBP with a GeForce in it so I don’t have any IRIS powered Macs to test on.

I’m not really seeing any tangible performance increase with the Metal renderer on my Iris 6100. I’m guessing this is probably not really Epic’s problem, but similar to the lack of performance gains seen on IGPUs under DirectX12. So, that’s a little disappointing I guess, but probably to be expected. It’s a real shame Intel can’t just come up with an IGPU solution that doesn’t completely suck, haha.

If bottleneck isn’t cpu then all these new sniny low level API does nothing for performance.

It’s a real shame Intel can’t just come up with an IGPU solution that doesn’t completely suck, haha.

Does anyone have an IGPU solution that doesn’t completely suck? That’s not meant to be rhetorical, I’m actually curious if you know of any decent applications (even beyond the x86 world).

Perhaps HBM will lead to significant progress in this area. I would love to be able to target IGPU’s as a minimum without sacrificing both of my kidneys to Rumpelstiltskin in order to maintain my quality requirements.

[=dkloving;445751]
Does anyone have an IGPU solution that doesn’t completely suck? That’s not meant to be rhetorical, I’m actually curious if you know of any decent applications (even beyond the x86 world).

On the really low-end, AMD’s integrated Radeon chips hold up remarkably well. I have fond memories of playing quite a few games at playable speeds on an old netbook with a C50 CPU - Mass Effect 2 and Quake 4 ran beautifully, back when Intel’s Atom chips would barely manage a couple of FPS. Of course, things never really scaled up quite so well. One would hope that with the amount of stock that both major x86 players put in assigning more silicon to IGPUs these days, that it would actually be worth it :confused:

Networking Updates:
Oodle integration (SDK purchase required)

What is it? Can’t find much informations even about price if purchase is required :confused:

Here is information about the Oodle compression library from RAD Game Tools: http://www.radgametools.com/oodle.htm

[=Keiyentai;442058]
Yea have to agree with the engine is free now…the fact that there is Linux support is awesome imho considering most major engines have little to no Linux support.

Sorry, but I can’t help but to these types of comments as, “as long we have what we want/need, who cares what you want/need”.

On May 19th, 2014: “While the Unreal Engine has enjoyed Linux support in the past, with Unreal Engine 4 we want to make Linux a first class member of our platform family.”

The engine wasn’t always free. Some of us were subscribers, and regardless the fee on sales makes it not “free” either, at least for commercial purposes. Is there a valid reason we have to be cut off from the Marketplace? Most of us could really care less about the Launcher, per se, but accessing content is only allowed throught the Launcher. We can puchase through the website, but what good does it do if we can’t download anything? First Class treatment?

Do you know if the Event track in the sequencer works? I cant seem to find a way to access the keyed events. I have attempted to check the settings ect in the blueprint and no new events show up.

Also if you add the ThirdPersonCharacter example I cant find a way to play an animation on it. I could expose the CharacterMesh0, then expose the animation mode. This is clunky and limited to playing one animation then switching back to the blueprint. What I am looking for is to do what a skeletal mesh can do. Currently if a basic skeletal mesh is instanced in the sequencer I can create an animation track. What I am looking for is an animation track that I can play on the player then blend out of. Will this be one of the features of the sequencer?

I was asking on the stream yesterday about oodle price - I don’t think there was an answer (i had to eject because of the snowmen were driving me nuts) - from chat it seems that the price is “if you have to ask, you can’t afford it”

99% of all products in which you need to talk to a sales representative to get a price on are way outside the price range of any non-major , unless you happen to be an amateur game developer that is also a billionaire. I wish it was not true, but it seems that companies like these would rather make $1,000,000/year from a single client rather than $1,000,000 from 5,000 people ($200/year).

Has the matinee video export been fixed for this new version? I’m sorry if this has been brought up but changing the video export location or file name never fixed the issue for me. Our project is entirely in version 4.10 so we can’t bring it back to 4.9. I really hope the bug is fixed because at the moment it just crashes and doesn’t switch to the correct camera, it just stays on the first person camera.

[=;446236]
would rather make $1,000,000/year from a single client rather than $1,000,000 from 5,000 people ($200/year).

That seems rather easy decision, one client $1mil vs 5000 clients, $200 each…

[=BPANDREW;446164]
I was asking on the stream yesterday about oodle price - I don’t think there was an answer (i had to eject because of the snowmen were driving me nuts) - from chat it seems that the price is “if you have to ask, you can’t afford it”

If I recall, Granny 3D (also from RadGameTools), was priced above $10,000. Then again, that depended on the size of the , the amount of people using it, and so forth, I believe.

From what I understand, most of the tools they offer, are similarly priced. I’d be surprised if Oodle was cheap, to say the least. Then again, I might be wrong. It’d be interesting to hear a rough ballpark figure, that’s for sure.

The licensing page on their website does say that they will “craft one to fit”. Perhaps there’s hope of an indie license down the road.