Can we please get detailed information from DanielW on the new drawMaterialtoRenderTarget stuff? he had an awesome tweet showing a 2d puddle wave sim. Are there going to be docs on this?
Pitch input stops working when deploying to Google Cardboard, then disabling “Enable HMD”.
Hope this can be fixed as it’s a blocker for VR with non VR fallback!
Alembic Import… Thanks Epic Team!
Is the ability to render out alpha passed for cinematics included? Found a thread that, well, last comment was that it would be out in 4.13
You can do that know fairly easily, just use level streaming / portals.
VR Template, yay!
I just tried with my landscape Material imported from 4.12.5 , everytime editor crashed
Does this preview have the Mac Retina/Windows High density support in it? I checked the settings but didn’t see any kind of setting. The editor fonts and other UI elements are still very blurry so it’s not something that looks like it’s already enabled.
Also still very disappointed to see the context menu search issue on macOS doesn’t appear to be working still. (UE-29885). Unreal Editor went through all of 4.12, including the previews with this issue and looks like still no fix for a major usability problem on macOS.
Thanks for your greate work!
I see the mobile update:Custom Post-Process material support
How can I enable post-process material effects for mobile?Thanks! [MENTION=9]Stephen Ellis[/MENTION]
If it’s not solved does that mean there are only minor improvements in 4.13? or the ticket is simply not updated to “Solved” ?
Can you clarify please?
What does “landscape tessellation performance improvements” mean? Does it mean that areas with a tessellation multiplier of 0 won’t incur any tessellation cost?
How come volumetric light / fog have been ignored / pushed back again? The one ticket with the single most votes in rendering which was scheduled for July… ._. really sad.
The PhysicalAnimationComponent is a much improved interface for using animation output to drive physics bodies. It takes the animation data and works out what forces and torques to apply to the PhysicsAsset on a SkeletalMesh to try and match that anim. You can choose whether those forces are applied relative to the component or to the parent body. This combines with the new ‘Physics Profiles’ feature of PhysicsAssets to let you do a lot more with physical animation such as hit reactions, partial ragdoll etc.
The PoseDrive node is a way to implement things like a Pose Space Deformer (PSD). You author a set of poses for a bone, and the corresponding blend shape weights for each pose. You import that as a PoseAsset (also new in 4.13) and associate that with the PoseDriver node. Then as the bone approaches each pose, we activate the curve weights associated with that pose. To do this we use what is called an RBF (Radial Basis Function, a gaussian in this case). You can probably find a lot more about PSDs and RBFs by googling! It is quite a common technique in visual fx, and increasingly of interest to game developers.
Hope that helps!
I can stop work on it
Do we have tesselation applied in landscapes in Z axis now? :eek:
Actually i would love to know a bit more about
And why no (official) word about the forward shading, even if experimental?
I’m sure that’s LOD you’re referring to, not tessellation
“should” be there now too
for the enviroment i work is kind of necesary because we are doing a space to ground based game with big maps, so this is a great new for the team i guess
Good performance improvements using forward rendering in VR. It’s not quite as fast as the oculus build but the output is more akin to the regular renderer. I can run my game at 150 percent which is ok, but i need a higher oversampling to get clear image quality in the distance. In the oculus build I can run at 250 percent/90fps and my distant landscape is crystal clear. Looking forward to further improvements to this renderer and hopefully a merge with nvidia’s multires tech too.