Unreal Engine 4.16 Preview

No ****, THIS is my highlight!
Btw is it already possible by now, if i do a Git rebase/merge and it has conflicts, that i can go through the conflicts? that didn’t work well in 4.15

This is what I’m most curious about as well.

No, I am not aware of this problem, could you open an issue in the Github of the plugin, or a link to an UE issue in AnswerHub? I will look into this so that you could get a fix in the standalone plugin before the next UE4. 17 release (too late for 4.16)

No clothing is still restricted to the same platforms as it was previously.

The clothing tools are in an experimental state for this release. Which means they aren’t quite ready for prime-time and are subject to much change between now and them coming out of experimental. If you want to try them out in the state that they are now, head into ‘Editor Preferences’, then to the ‘Experimental’ settings and enable ‘Clothing Tools’. After that there should be a window called ‘Cloth Paint’ in the ‘Window’ menu of the skeletal mesh editor. If you already had the skeletal mesh editor open when you changed the settings you’ll need to close it and re-open it (just the skeletal mesh editor, not the whole editor).

As mentioned above there is an experimental in-editor solution but it isn’t quite production ready yet. For the foreseeable future we’ll be keeping the ability to import .apx and .apb files as clothing assets as we know a lot of people are used to that workflow. On import your asset will be converted to the new Unreal clothing asset under the hood and everything should work as it always has.

Sure, i’ll look into it, when i am home again. Does the standalone plugin support all the things added/fixed in the buildin? Or are there currently differences between standalone and preview 4.16. Pretty sure the problem comes from the rebaseworkflow i use(rebasing a featurebranch on top of another local developmentbranch)

There was a blog post yesterday about keeping the roadmap updated and change the “Trello workflow”, or something like that, but now it has disappeared, should that mean you changed your mind about that?

seems like there is no love for the USD file format…

  1. Yes, the standalone Git plugin I maintain contains all the build-in fixes before they are submitted to the Engine. This plugin can only be used in you Project Plugins/ directory and it replaces/overloads the build-in “Git (beta version)” with a “Git (dev)” Source Control Provider selection.
  2. Merge conflicts resolution should work, but I remember that rebase/cherry-pick are not working the same way at the Git level.

Edit: for now, you need to build the git plugin yourself (just put the source in a C++ Project), but I’ll provide a binary release for 4.15 soon™
Edit 2: I’ve release a new version of the standalone Git plugin “v2.0” for UE4.15 with all features and bugfixes developped for UE4.16 and some more :slight_smile:

I managed to get my plugin to work with the preview build perfectly, but it fails at the packaging of the game. Is there any new related specific things to make for packaging to work with plugins?

As for feedback - any chance you can tell us how to create our own rigs? For example I have bought character in marketplace that isn’t rigged to UE4 Manequin. I’m trying to do new rig but I don’t know how to connect bones…

Another thing is how to create rig for not humanoid things - for example fpp arms.

Edit: I haven seen Control Rig tab in Skel Mesh Editor. This resolve first question. Second thing for arms is still open :wink:

What you could guys try is to grab some marketplace character - for example Goblin - which is humanoid and try to make rig for control rig using it. I have failed. Right hand and left leg are broken.

loving the new volumetric lights!
Thanks Epic :smiley:

Nice!

Have to post Tor’s test as well as it looks really good as well

www.instagram.com/p/BTWDkoTjYtL/

That’s what inspired me to try it out :smiley:

“Hidden Actors” and “Show Only Actors” do not seem to work in PlanarReflections: the drop down menù always shows “None” after selecting any object. Is this a know issue?
This feature is widely used in Robot Recall, does it need to be somehow enabled?

I’ve been using it for a couple weeks now, love it!

Some epic stuff in this release

Unfortunately I get these:

2>[1/3] Link UE4Editor-D3D11RHI.dll
2>[2/3] Link UE4Editor-SteamVR.dll
2>[3/3] Link UE4Editor-SteamVRController.dll
2>LINK : fatal error LNK1181: cannot open input file ‘openvr_api.lib’
2>LINK : fatal error LNK1181: cannot open input file ‘openvr_api.lib’
2>LINK : fatal error LNK1181: cannot open input file ‘GFSDK_Aftermath_Lib.lib’

I already deleted my Intermediate folder, no dice.

Anyone got any ideas?

They did say hot reload on VS2015 was broken with linker errors, right in the first post.

For those already experimenting with VolumentricLight,
Could you do some comparisions on visual/performance hits with different detailsettings? Like how visible are the differences between low resolution VolumentricLight and High and its performance differences?
(Not at home right now :/)

It is in there as an experimental plugin. You have to enable it first.