Unreal Engine 4.14 Preview

you’re on to something i think :wink:

Not in 4.14, possibly in future releases.

Motion blur is currently broken in 4.14 with MSAA, will hopefully get fixed before the final release.

Is a 4.14 option going to be added to the Product Version dropdown or should I just leave it as “Not Specified”?

I’d strongly recommend everyone with PC VR projects to try out the forward renderer immediately with this preview and post feedback! There’s a small window where bug fixes (but not new features) may still make it into the final 4.14 release.

Is there any news on whether or when we’d get mixed reality support?

Does Forward Rendering already work on mobile phones?

SDL was merged into master at the beginning of the month ( but there was no mention of it in the preview release notes. Is this going to make it into 4.14?


The “4.14 Preview” option is now available to choose from on the Answerhub.

I’m wondering this, as well. Looked through the plugin folder and didn’t find anything.

Just updated the launcher and its not showing. Add version brings up 4.8

For launcher related errors, please go to If you do not see an article that addresses the error you are experiencing, send an email via the “Email Us” button for further assistance.

Ansel documentation folder: X:\UnrealEngine-4.14\Engine\Plugins\Runtime\Nvidia\Ansel\ThirdParty\NVAnselSDK\docs\Ansel_integration_guide.html

It’s just a single HTML file with implementation details. I’m using a source build though, if the file doesn’t exist in launcher distribution, it’s probably a bug.

Thanks for the feedback. What about toggling motion blur for specific objects ? I understand it was impossible in a deferred pipeline, but hopefully now forward changes things a bit.

Is this something you’re considering ? Motion blur / TAA typically fail at objects that move in world space without moving in camera space.

Any updates on mixed reality video support? Wondering if I should continue trying to brute force a solution or wait for support.

Ansel docs appear to be missing for those of us using the launcher build. Thankfully, the docs can be found on the GitHub repo as well.

Epic is at least listed on the partner list.

Thanks for all updates, but the custom depth for mobile, get my attention.

Ran into this one with the launcher installed build and VS 2015 14 update 1 trying to clean a solution.
The DotNETCommon directory is straight up missing in my install with everything checked except the various other target platforms.

Will see if it still happens after I’ve installed all the other platform stuff too (although technically, it shouldn’t only be part of those?)
(If it still happens, I can backfill with the github version, but…)
Edit: Nope, still no directory. Guess it’s already known.
Edit the second: also, even though “Generate visual studio project files” created a solution that included all the plugin code, it doesn’t even try to build them when (re)building the solution.
Had to start the unreal engine editor, enable the plugins, restart, and then it asked if it had to rebuild the dlls the next time the editor was started.

TArray<UMaterialInterface*> UStaticMesh->Materials is now deprecated, in favour of TArray<FStaticMaterial> UStaticMesh->StaticMaterials, which is a new material interface wrapper?

You forgot to mention these two awesome additions to 4.14:

Multiplayer world origin shifting:


You can now set the Replication Condition (such as SkipOwner) for Blueprint variables: