Unreal Engine 4.15 Preview

Looks like rendering of glowing stuff is weird now. (even if the last one is intended, it is broken for my purposes… i need to workaround that now <.<)

I am struggling with the same problem - according to this answerhub thread about the tonemapperfilm default change where I asked this question, the bloom default values have been changed to be more physically realistic. I am looking forward to the major release notes that will hopefully explain the changes in more detail, and what can be done to replicate the 4.14 behaviour.

I am not aware from access to the bloom settings apart from postprocess volumes. So if I may ask, how do you work around that? Changing the materials themselves?

Having a big problem with 4.15P4 and Daydream not rendering anything. Can easily reproduce it with the FirstPersonTemplate and filed a bug report here: https://answers.unrealengine.com/questions/561763/daydream-black-screen-with-firstpersontemplate-and.html

It did not occur before the Google SDK was updated in 4.15 and does not occur in Google’s 4.14 branch

Many thanks in advance for any info!

I just turned down the Strength of the glow, but you never get rid completely of the wrong colors.

I had lasers that were

Red
Green
Blue

and after the patch they were

Orange
Light Green
Purple

I could not get back my old colors, but i got somewhat close to, with material and Emitter-changes.

hmm, someone might want to look into https://answers.unrealengine.com/questions/560968/one-particle-dynamic-parameter-setting-affects-ano.html and hope it gets fixed for 4.15

I am a bit worried after reading about all these color issues. I dont have that deep understanding of the issue but Epic, is it really desirable to force things to be realistic when many games need colors to be unrealistic but nice and bright ? I don’t see reason why to break something when it is already working great. Can someone point me to some thread or article which would explain reasons behind these changes ?

I assume you tried the console command r.TonemapperFilm 0 ? I don’t have problems with the colors, but rather the bloom intensity.

It would appear 4.15 is out.

Uh, that might have been a temporary glitch. The Launcher did say 4.15.0 without the “Preview” indicator. But clicking to install it says 4.15.0 Preview 4, and now the drop-down says 4.15.0 Preview 4.

I have found that the newly supported customStencil has broken on mobile:

I too would like to know all steps how to make it exactly look like in the last version (4.14). Setting r.TonemapperFilm to 0 and tweaking bloom is not enough to get the old look back as is described in Wrong colors in 4.15P1 - Rendering - Unreal Engine Forums . The whole scene but especially exponential height fog looks extremely overexposed. Tweaking the exposure setting in post process setting does not result in the old look.

There is a glitch with the Launcher that may cause it to occasionally drop the “Preview” text. We are looking into it.

Cheers

is there an ETA for final version of 4.15?

We are targeting within a week.

Can we please fix:[daydream] Black screen with FirstPersonTemplate and 4.15P4 - Programming & Scripting - Epic Developer Community Forums first? Or at least have a communicated workaround?

I have found that the newly supported customStencil has broken on mobile:

https://answers.unrealengine.com/que...on-mobile.html

Great job Epic.

I’ve ‘supposedly’ a Nvidia Flex/Hairwork/VXGI build of 4.15 but i’m spending way too much time fixing the header issues. Any tips ? I’ve a working 4.14.3 build that i’m using as reference but it gets tricky really.

Is there any tricks to check current dependency of functions in Visual Studio? Some Nvidia files have some random dependency, it’s quite painful to figure out.

please add copy&paste tracks in sequencer :eek:

I would also really like this feature. The variables must exist behind the scenes or something because you aren’t allowed to make one with the same name as the input parameter.