[=;621809]
Is there any way of declaring a TMap/TSet in Blueprint or is that still a code only feature?
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They did say on the preview stream that they are exposed to BP but I cannot create one in 4.14.p3 - maybe its still not in there?
[=;621809]
Is there any way of declaring a TMap/TSet in Blueprint or is that still a code only feature?
[/]
They did say on the preview stream that they are exposed to BP but I cannot create one in 4.14.p3 - maybe its still not in there?
Can i ask what branch has Volumetric Lighting as You Announced That The PS4 Pro version of Paragon Will have volumetric Lighting So is it in any of the Branches so That we can take a look at it.
Can someone explain to me what Forward Shading is and how it can be used?
[=Datona911;622005]
Can i ask what branch has Volumetric Lighting as You Announced That The PS4 Pro version of Paragon Will have volumetric Lighting So is it in any of the Branches so That we can take a look at it.
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Volumetric lighting is still done in Paragon by using a mesh plane and a material. Volumetric lighting is definitely something we want at some point, though!
[=;622035]
Can someone explain to me what Forward Shading is and how it can be used?
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Until the Release Notes and documentation for 4.14 are ready, this is the most complete source of information about the new Forward Renderer in UE4.
For a breakdown of Forward vs Deferred Rendering take a look at this: Forward Rendering vs. Deferred Rendering
It’s simply a different renderer built on top of our Deferred shading path. It has proven to give better performance for VR titles, like Epic’s own Robo Recall! You can enable it by going to the Project Settings > Rendering > Enable Forward Shading.
[=motorsep;621640]
Is there a good chance for release to happen before end of the month? (before Thanksgiving)
[/]
Yes. This is the goal.
Cheers
So its a renderer which is more aimed at VR?
[=;621809]
Is there any way of declaring a TMap/TSet in Blueprint or is that still a code only feature?
[/]
Is this in 4.14?
[FONT=Open Sans, Helvetica Neue, Helvetica, Arial, sans-serif]**Physical Materials
**It will be the right time?
[=;622042]
It’s simply a different renderer built on top of our Deferred shading path. It has proven to give better performance for VR titles, like Epic’s own Robo Recall! You can enable it by going to the Project Settings > Rendering > Enable Forward Shading.
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I’ve noticed it’s only for Desktop platforms. Will there be a console(PS4/XBox One) version of Forward Shading(unless there already is)?
Much needed bug fixes for mobile development
MUCH NEEDED BUG FIXES FOR MOBILE DEVELOPMENT
Dear friends at Epic Games and the UE4 community: As a mobile game developer, I would love to see the following issues addressed soon. However, these issues need your community support to be put on the radar. Please up vote this post!
CUMULATIVE POST HERE.](UE-12896 stated as Unknown Issue? - Programming & Scripting - Unreal Engine Forums)
UE-12896: Preview Rendering Levels Not Being Saved](Preview Rendering Level Settings Not Being Saved - Programming & Scripting - Unreal Engine Forums)
UE-6458: No Selection Highlight In ES2](Unreal Engine Issues and Bug Tracker (UE-6458))
UE-???: No Transformation Widget In ES2, Scale Widget Half-Visible]([Bug report] No transformation gizmos with mobile preview on - Mobile - Unreal Engine Forums)
These 3 bugs, since they affect the basic functionality of preview, transformation, and selection, greatly impair development for mobile platforms with UE4. But as mentioned, community support is needed. Please up-vote! Thank you so much.
And a huge thank-you to Epic Games for the continued excellent development of UE4!
Can you help me?
I have here a demo download, please confirm is a bug.
Will 4.14 be getting physical units for the directional light and skylight? It’s labeled for October and November.
https://.com/c/rMt2jcPH/854-physical-units-for-directional-light-and-skylight
Any release date for the entire 4.14 update? Excited
[=;622396]
Will 4.14 be getting physical units for the directional light and skylight? It’s labeled for October and November.
https://.com/c/rMt2jcPH/854-physical-units-for-directional-light-and-skylight
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Looking forward to this as well.
aiming for next week
[=;622733]
Any release date for the entire 4.14 update? Excited
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They are nearly done preping the release notes.
Edit: I believe they are aiming for next week, but can’t find the tweet anymore .
Will it be possible to migrate a fairly simple project (sample assets and some blueprints) from 4.13.2 to 4.14? Or should I expect things to break?
[=Zireael07;622814]
Will it be possible to migrate a fairly simple project (sample assets and some blueprints) from 4.13.2 to 4.14? Or should I expect things to break?
[/]
Well, my project became completely usable after upgrading (and still is), so make sure to keep a backup copy.
Hi, I just downloaded the last 4.14 preview update (3) and tried the rolling template. I see some very strange artefacts both while editing and playing in the editor, on a MacBook pro Retina, 15-inch, Late 2013 with NVIDIA GT 750 M and MacOS 10.12.1.
See the video:
https://.com/watch?v=XVfGfXxb_s8
Also I see some artefacts on the FPS template:
4.13 does not have these problems, so my graphics card should be ok
EDIT: I should add that I did not change any settings. This is what I see just after opening the projects for the first time.
Hello,
I would like to ask if it is possible to implement this fix in the engine API (last answer):
Exposing the RootMotionScale variable is such a small thing but a lot of root motion methods inside game code depend on it. Currently the only way to do it is to have a custom engine build, but that is an absolute no-go for plugins. I am currently forced to employ a very hacky solution and this would solve it very quickly.
Edit: Since I cannot change the category to bug report, should I create a new ticket or is it better for a mod to move the topic?
greetings,
FTC
What is FTT Bloom / Streaks, exactly?