automatic lod for static meshes? what does that mean, it won’t work on characters for example? in that case the only thing i can do is to work with simplygon?
[MENTION=202133] K[/MENTION] Oh man, so glad to know there are others that think like I do. I’m so tired of all the VR talk and “features” going on.
[=;617318]
Does anyone managed to get new LookAt AimOffset to work ? When you create AimOffset you have option in AnimGraph to use it as LookAt providing location in world.
When I plug it into graph, my mesh in game is going totally bonkers (bones rotated and moved in all possible directions) and mesh in preview window of AnimGraph is enroumsly scaled (+ behavior from game).
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Anyone ? Problem still exists in Preview 3 and on master branch.
[=Sly401;619179]
Wheeled Vehicle
4.14 V2 N wheeled support,
Trying 4.14 to see if “N” wheeled vehicles now work…
Sorry to say for me they do not, any more than 4 wheels listed in the Movement Component of a UWheeled_Vehicle BP … the wheel collisions disappear.
Also any less than 4 wheels listed then the vehicle refuses to move.
48hrs of trying in 3 different vanilla projects and the result always the same.
UVehicle Wheel … collisions appear to be a single point below the wheel centre , so what is the point in having a wheel width parameter ?
I also tried experimenting with the USimpleWheelMovementComponent but could not get it to move… will wait for some documentation
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Pretty sure the regular vehicles are still hardcoded to have 4 wheels. With SimpleWheeledVehicleMovement component you can place as many wheels are you want.
Basically you setup the simple wheel like this:
- Create Actor/Pawn
- Add skeletal mesh for vehicle and setup it same way as you’d setup regular ue4 vehicle
- Create wheel assets like you’d do with regular ue4 vehicle
- Add SimpleWheeledVehicleMovement component and add wheels to it
- Create AnimBP
- Add forces to wheels you want to drive and steer the wheels you want to steer manually from your code
Looks like blueprint library plugins are still broken at runtime outside of the editor with 4.13p3?
[=;620835]
Pretty sure the regular vehicles are still hardcoded to have 4 wheels. With SimpleWheeledVehicleMovement component you can place as many wheels are you want.
Basically you setup the simple wheel like this:
- Create Actor/Pawn
- Add skeletal mesh for vehicle and setup it same way as you’d setup regular ue4 vehicle
- Create wheel assets like you’d do with regular ue4 vehicle
- Add SimpleWheeledVehicleMovement component and add wheels to it
- Create AnimBP
- Add forces to wheels you want to drive and steer the wheels you want to steer manually from your code
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Thanks for the reply,
The problem I had with the new SimpleWheeledVehicleMovementComponent is that it declares itself as “not a scene component” in my Pawn BP
and with zero documentation as yet, I have been struging
This is the first preview I have used, you don’t have to compile it before use or anything ?
The reason I ask is that 4.14 really screwed up the collision mesh of my track splines.
Cheers G
Hmm is it just me or is 4.14 Preview 3 not importing FBX UV Channel 0 correctly anymore?
Imports 1 or 2 just fine from 3ds max but channel 0 doesn’t come through and gives me the overlapping error?
[=Sly401;620909]
Thanks for the reply,
The problem I had with the new SimpleWheeledVehicleMovementComponent is that it declares itself as “not a scene component” in my Pawn BP
and with zero documentation as yet, I have been struging
Cheers G
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Movement components are never scene components, they are always actor components as they don’t need a separate transform within actor/pawn.
If you take for example car from regular vehicle template, you can build a new pawn with it’s skeletal mesh. Just follow the steps I described and you should have a car running in no time.
[=QBert;620942]
Hmm is it just me or is 4.14 Preview 3 not importing FBX UV Channel 0 correctly anymore?
Imports 1 or 2 just fine from 3ds max but channel 0 doesn’t come through and gives me the overlapping error?
[/]
Cannott confirm! Tried with a simple box, 3 different UV layouts in channel 1-3 (0-2 in UE) and all works fine.
Spline mesh collision corrupted in 4.14
Hi folks, I have a repeated (different projects) problem with spline mesh collision in 4.14
In 4.14
In 4.12
AS stated the same thing happens in multiple projects, and has been the same preview 1 thru 3.
Regards
G
[=W1930U7;612471]
You forgot to mention these two awesome additions to 4.14:
Multiplayer world origin shifting:
https://github.com/EpicGames/UnrealEngine/pull/2359
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Is it in 4.14? Tried it, can’t get it to work anyway.
[=Sly401;621068]
Spline mesh collision corrupted in 4.14
Hi folks, I have a repeated (different projects) problem with spline mesh collision in 4.14
…
AS stated the same thing happens in multiple projects, and has been the same preview 1 thru 3.
Regards
G
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If you don’t report it as bug on AnswerHub, it will never get fixed. Please report bugs in appropriate place, and put link to your report here.
As motorsep said:
REMEMBER: Please report any new bugs you find to the UE4 Answerhub in the ‘Bugs Reports’ section.
(How to Report a Bug)
Hi Guys
Posted in answer hub as requested
G
[= Ellis;621115]
As motorsep said:
REMEMBER: Please report any new bugs you find to the UE4 Answerhub in the ‘Bugs Reports’ section.
(How to Report a Bug)
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Well, I have an issue with all three previews on the PS4 and we aren’t supposed to post those out on Answerhub. Of course, I also haven’t gotten any response at all to my post in the PS4 section…
[=mairsil;621400]
Well, I have an issue with all three previews on the PS4 and we aren’t supposed to post those out on Answerhub. Of course, I also haven’t gotten any response at all to my post in the PS4 section…
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Correct, thanks for respecting the Sony NDA and not sharing details in public. I’ll make sure we review the forum thread and look into any issue.
Cheers
Is there a good chance for release to happen before end of the month? (before Thanksgiving)
[=motorsep;621640]
Is there a good chance for release to happen before end of the month? (before Thanksgiving)
[/]
That would be super stellar if it does release then :)!
Is there any way of declaring a TMap/TSet in Blueprint or is that still a code only feature?
[=dizzynoob;620720]
Understood, tried to add the line of " bSupportsVulkan=True" manually in the project’s DefaultEngine.ini seems have the checkbox ticked, but haven’t try to launch yet. Will give it a shot! Thanks. Hope next update will fix this.
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I have tried this way,unfortunately,the game crashes immediately at the beginning on my galaxy s7 edge(6.0.1)