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Unreal Engine 4.13 Preview

This option for “Enable Collison” refers to setting the Collision Complexity for the mesh in the details panel.

collisioncomplexity.png

When you set it to Use Complex as Simple Collision this will enable per-poly collision.

The Enable Collision checkbox is enabled automatically for LOD0. If you’re not using complex as simple (per-poly) then it can be disabled. The cost of per-poly collision is more expensive since it’s more complex than simple convex shapes, boxes, spheres, or capsules.
I don’t have specific numbers but it’s a good optimization if you’re not using it to disable this where possible.

When you import, if you don’t need to generate collision shapes disable it on the Import Options panel by unchecking Auto Generate Collision.

Yes!!! Thank you, thank you, thank you, thank you! This is the #1 fix I will be upgrading to 4.13 for. I’m surprised they didn’t put that one in the change list.

[MENTION=4894]Tim Hobson[/MENTION] [MENTION=9]Stephen Ellis[/MENTION]
Nice work on 4.13 so far! I love the mesh slicing thingy.

I was wondering if there is any chance you guys can confirm/deny if pr #2491 will make it to 4.13?

I really need this one in order to be able to share my custom planar reflection plugin which allows for render target access of the reflections in materials (not to mention you can potentially get better performance versus the build-in planar reflection actor).
It’s a fairly small code change that doesn’t affect anything in a negative way since it’s an optional bool (disabled by default).
It was submitted around the 4.12 release but got no word since then… it will be really unfortunate if this gets delayed to 4.14 even though 4.13 final isn’t out :frowning:

Doesn’t look this has been integrated that I can tell. The ticket is still marked as “To Do” and I don’t see these specific changes in our latest internal build either. Pull request generally take some time before they are reviewed and considered for integration. Seeing this ticket for this pull request was entered in mid-June it may still be a little bit.

I don’t know if it’s my eyes playing tricks on me but even the sky/ground look more expensive - would be good to find out officially if there are any new project settings or lit/common shader changes that might add instructions to all materials (didn’t spot any on a quick glance through the changelist).

It looks like 4.13 will be the best release for mobile :o

Thanks for the report! I’ve submitted a ticket for this to be investigated. You can track it here on our public issues page if you’d like: Unreal Engine Issues and Bug Tracker (UE-34873)

SOOOOO pleased to see this checkin today, can’t wait for preview 3 - hoping its in there, if it is I might just throw caution to the wind and move my project to 4.13 now. :slight_smile: (after a backup of course) :wink:

The Mac Cursor issue is already fixed in preview 2! I just verified it myself! It is GLORIOUS!!!

Don’t use previews for production projects, though, seriously. I have been bitten hard by updating projects too soon. I always wait for at least 4.x.2 before attempting an upgrade for production projects. Saves a lot of pain and anguish.

Thanks, that is great to hear. :slight_smile:

Is Ambient Occlusion on Ladscapes is available on this release?

We currently have Screen Space AO (Post Process Volume), Distance Field AO, and baked lighting where you can enable AO for lightmass baking in world settings.

I’m not aware of any others that I’ve heard features about with the upcoming release. Would you be able to elaborate more or point to where you had heard about something? I can possibly clear up any confusion or information from there.

Ok, so AO in Post Process Volume on ladnscapes, terrain etc. So I dont need create any AO textures in my Landscape Material with dynamic lights only? I just curious, because i really looking some technic like this beautiful example:

http://docs.cryengine.com/display/SDKDOC2/Height+Map+Based+Ambient+Occlusion

https://www.youtube.com/watch?v=Xvaq2afKCA4

The ticket has been closed out now for this one: Unreal Engine Issues and Bug Tracker (UE-34873)

This actually was fixed in 4.13 and shows a more accurate debug view for shader complexity. Additional details and notes included in the ticket above.

Wanted to test videos on Android - they work in the editor - but they dont seem to display, only the audio is being played - i use mp4, they work in 4.12.
Anyone got them working?

Correction!

I have made an update to the notes for the Preview 2 to correct an error with it.

The Bad:
The filter we were using to list all the fixes was incorrect. :frowning:

The Good
We actually fixed about DOUBLE the original list for Preview 2! :smiley:
You can see the corrected list by following the link above. (the much desired UE-14253 is listed among them now)

Cheers!

Ah, now it makes sense. :slight_smile:

OMG! What a huge list! I think it’s the biggest bugixes list for UE4 Preview ever. Thank you! :smiley:

Is there any more info on UE-34762, maybe an ETA? This issue is unfortunately a complete showstopper to releasing Linux and Mac builds for us, a real pity since UE 4.13 is great otherwise but there is just no way we could ship with that rendering issue.

Gentlemen, could we kindly get some clarifications about UE-14253 ? It is marked as FIXED, and is present on updated list for preview 2, but it seems that it has no effect on the issue, that was originally reported.