So many fixes! Thank you!
[=;617337]
Awesome work guys, At this rate we should have a nice new 4.14 present under our tree for Christmas
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It might actually be 4.15 at this rate of pushing out updates⦠<grins>
teak
Great work guys! This is shaping up to be quite an awesome release! (not that they all arenāt!)
4.14 preview 1 was already more stable than 4.13, at least for me. Good work.
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Fixed! UE-37085 Final bug fixes for physx 3.4
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What bugs were fixed? I canāt find any info on this issue
[=;617456]
What bugs were fixed? I canāt find any info on this issue
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This one is actually still a work-in-progress, but the checkin incorporated into Preview 2 can be seen in this Github commit (you must be logged into your linked Github account) https://github.com/EpicGames/UnrealEngine/commit/a40d1d4d01eccaafb7f14e2f5dd20114c940d8f9
Is Oculus Mobile SDK 1.04.x going be in 4.14 or 4.15 ?
Cool ,hope UE will become better and better
Are we going to get some toggles for contact shadows? Right now they also work on stuff like grass and small foliage and it looks horrible without any means to turn them off for those types
Mobile games ship with Vulkan support and can now be enabled or disabled using device profiles, with fallback to ES 3.1 and ES2
How can I enale that?is there a step by step tutorial?Thanks a lot!
[=Chesire;617897]
Are we going to get some toggles for contact shadows? Right now they also work on stuff like grass and small foliage and it looks horrible without any means to turn them off for those types
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Like other screenspace features, I donāt believe there will be options to disable it for some actors while leaving it on for others.
[=;617904]
Like other screenspace features, I donāt believe there will be options to disable it for some actors while leaving it on for others.
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Thanks . How are we supposed to use contact shadows then? In the video itās clearly shown as a viable addition to landscape and foliage (besides characters) but in practise the results Iām getting look so out of reality, I already consider this new feature a total write-off. Basically anything which relies on alpha masks struggles badly, even with the smallest of ray lengths. Am I missing something?
UE4 developers⦠please add widescreen VR preview window to this version for Vive! The square window is terrible. Thanks!
[=Chesire;617918]
Thanks . How are we supposed to use contact shadows then? In the video itās clearly shown as a viable addition to landscape and foliage (besides characters) but in practise the results Iām getting look so out of reality, I already consider this new feature a total write-off. Basically anything which relies on alpha masks struggles badly, even with the smallest of ray lengths. Am I missing something?
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Could you show screenshot?
[=-H;618094]
Could you show screenshot?
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Here you go. Single Directional Light set to moveable. Added the āContact Shadow Lengthā setting for each in red.
Assets from the āOpen Worldā collection.
Please tell me this is NOT supposed to look like this.
[=Chesire;617918]
Thanks . How are we supposed to use contact shadows then? In the video itās clearly shown as a viable addition to landscape and foliage (besides characters) but in practise the results Iām getting look so out of reality, I already consider this new feature a total write-off. Basically anything which relies on alpha masks struggles badly, even with the smallest of ray lengths. Am I missing something?
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Hereās the difference that Contact Shadows can make with a masked grass piece from Content Examples in the PivotPainter map.
This is using a very low contact shadow lenght of 0.01. Since contact shadows are screenspace you get some artifacts similar to what you would see in Screen Space Reflections behind and object, however with contact shadows you want to keep the ray length as short as necessary. Just enough that you get the nice contacts generated and possibly some minor artifacting near the edges. Itās not meant as a replacement for other shadowing methods though so keep the lengths as low as you need for the best results like pictured above. This value can shift depending on your level, the content, and what the look of your game is targeting. Obviously, it may not be a feature for every game, but for some it can help ground some of the smaller details or areas that wouldnāt be shadowed really well .
If you have additional questions about the feature or issues, itās probably better to post on AnswerHub and link the question here for the staff or community to jump in and help.
[=;618111]
Hereās the difference that Contact Shadows can make with a masked grass piece from Content Examples in the PivotPainter map.
&stc=1
This is using a very low contact shadow lenght of 0.01. Since contact shadows are screenspace you get some artifacts similar to what you would see in Screen Space Reflections behind and object, however with contact shadows you want to keep the ray length as short as necessary. Just enough that you get the nice contacts generated and possibly some minor artifacting near the edges. Itās not meant as a replacement for other shadowing methods though so keep the lengths as low as you need for the best results like pictured above. This value can shift depending on your level, the content, and what the look of your game is targeting. Obviously, it may not be a feature for every game, but for some it can help ground some of the smaller details or areas that wouldnāt be shadowed really well .
If you have additional questions about the feature or issues, itās probably better to post on AnswerHub and link the question here for the staff or community to jump in and help.
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Thanks again . Please see my image above yours.
Unreal is doing very well Iām jealous, is there any chance PhysX 3.4 come along with Flex?
Iām having issues opening a map that has a landscape material using material layer blends, donāt have time to debug but Iāll post again if I find the cause
Is there an estimation date for the full release for 4.14? Iād love to get started with Forward Rendering in my actual project.