[=DenizPiri;612723]
One great new feature in 4.14 is missing from the changelog ! In 4.14 all baked data, lightmaps etc, is saved into a different file, not the level file. This makes it much easier to work with source control.
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^ This. Just noticed this today. So much nicer for perforce in the cloud…
[=DanielW;612804]
Motion blur is still done as an image-space operation so toggling for certain objects isn’t really feasible. I’m not sure the exact case you’re seeing, but motion blur should be able to work correctly on any object, as long as the velocities are rendered correctly. If an object is moving in world space but not camera space (weapon?) and it gets motion blurred, that’s just a bug which we need to fix.
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I think what he’s referring to are the problems that arise with the view model in first person or character model in third person having major artifacting problems when motion blur is enabled. It’s been an issue for a long time in the engine and hasn’t really gotten touched on yet in a patch, that’s the main reason why people are always complaining about ghosting issues and things like that.
Another new feature missing from the changelog is the new “Is Editor Only” flag for components of an actor. This was a contribution on github. This allows you to add some actors, or components that won’t be cooked in builds. Very very useful for adding locators etc, dummy components, where you bake the data. We use this a lot in our project so that flag will come in very handy for reducing clutter in cooked builds.
Improved Cable Component by adding simple collision, stiffness setting, sockets at each end, and the ability to set either end as “free”.
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I think there is a bug with the improved Cable Component. Sockets and “set either end as free” work fine, but there is no collision, although collision is set up correctly.
// EDIT:
Ah, my mistake, there is an additional Checkbox “Enable Collision” hidden under advanced options of the cable component. Maybe you should put this option out of advanced and under the collision header for more visibility.
From what I was reading in the vehicle megathread, the Nvidia guys pointed to physx 3.4 having new suspension raycasting function or a new vehicle snippet thing to fix some nasty vehicles artifacts. I tested 4.14 and got this
hmm… how do i turn on the Vulkan support? i do not understand under device profile? i only saw T8xx or T8xx No Vulkan. How to i package to Vulkan? Should i just type in “0” in the r.Android.DisableVulkan ? since default is set to 1 i assume it’s turn off at beginning. And i just package to Open GL ES3.1? Since now the Vulkan there still greyed out. Please advise.
I’ve lost the ability to use my umg menus in 4.14. It seems like mouse capture is not working properly. These are menus made by working through the steam multiplayer tutorial if anyone wants to replicate.
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Multitouch Support in Windows has been added. Touch events will now be generated in Windows 7, 8, and 10 when using a touch screen. This will enable touch enabled games and experiences on new Windows tablets and also enables testing touch controls for mobile games without having to deploy to a target device.
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Thank you so much! I have been wanting to build a touch based game aimed at Surface Pro 4 for awhile now!
[=DanielW;612804]
If an object is moving in world space but not camera space (weapon?) and it gets motion blurred, that’s just a bug which we need to fix.
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Motion blur works for a first-person mesh, but if you are drawing UI on it (think cockpit / 3D HUD) then moving UI elements get blurred, which makes them unreadable. Motion blur has always been completely off in my project because of the inability to ignore specific objects. This would be very much welcome, I’d really like to have motion blur in my game but there no going around that issue. Even a depth filter (don’t blur if close to screen) would be very nice.
Are there any cvar’s we can thinker with to increase the quality of the new contact shadows? (not talking about the ray length since that’s already exposed)
I’m Curious as to what happened with the feet IK animation and blending features that were previewed in live stream for Paragon? will they make it in 4.14 or do we still have to wait for those?
[=DenizPiri;612723]
One great new feature in 4.14 is missing from the changelog ! In 4.14 all baked data, lightmaps etc, is saved into a different file, not the level file. This makes it much easier to work with source control.
[/]
Great release, lots of good stuff Is the version 1.9 of the Oculus Platform SDK already in this preview? Also, is now voip supported for Android devices?