Unreal Engine 4.16 Preview

2017

I just sent about 10 crash reports, using the new nvida driver and this preview, same ole crashes ive had since 4.14+.
Trying to open any of the following = crash.

Starter content particles any of them.
Any third person template animation.
Third person blendspace.
Third person animation blueprint.

All using a fresh just created template using this preview.

Specs
I7
8Gigs of ram
gtx 560ti

I have not tested it so i am sorry if wrong but is that volumetric really is only screen space effect so looking away from volumetric source location disables volume rays? anyone has more videos about volumetrics? please post.

As for Base Human Control Rig I have issue with eyes. Don’t know how to resolve it.
http://i.imgur.com/glXgCqtm.png
Any ideas?

Edit: I needed to create control rig in skel mesh asset and resave sequence.

btw. any chance to have more control over head bones? eg mouth, eyes for dialogue animations/poses. I think this is doable in current system but no idea how to start.

Feedback: When exporting from Sequence it would be nice to tell which frames should be exported. (all frames, from-to) Basically I’m using this tool for prototype poses and possibility to export exact frame is great.

Who said anything about hot reload?

You should no longer have to include those yourself in every header as the generated header files now have those lines emitted in to them.

Volumetric Fog with a single light if you look directly give 9ms of cost, 8ms at look other world zone. When is disabled cost 6ms.

There is no a single volumetric system that cost this lots of ms in the market. From 2.5 to 3.5ms

Test using 970GTX on 1080p

What are the costs in more intensive setups with multiple lights? What about indoor scenes vs landscapes?

Thank you. I have tracked down and logged your data for review.

Thanks, just trying to help believe me I want this fixed bad, don’t want to be stuck in 4.13.2 forevermore…

Thanks for the information! I made a feedback thread for now: 4.16 preview Control Rig Sequence feedback - Feedback & Requests - Epic Developer Community Forums

How about VR Mixer Reality and supporting second camera?

I was on 4.15. Turns out the issue was that I had put the project into a folder named “4.16” which causes issues since identifiers (such as that define I copied) in C++ can’t start with a number. Renamed the folder and that fixed it.

Regarding volumetric performance cost, I 've not done my own testing yet but some info from a github commit log was discussed in the volumetric fog thread in the feature requests forum a few weeks back:

Change 3346526 on 2017/03/14 by .Wright

[Copy] Volumetric Fog supports point and spot light shadows

  • These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
  • Forward lighting of local lights can be forced with ‘r.VolumetricFog.InjectShadowedLightsSeparately 0’
  • Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing

Didn’t 4.13.2 come out 7 months ago?

Can someone enlighten this dum-dum…

I’m still using APEX tools for PhysX 3.3 (up to 4.13), is there an upgrade path to this… maybe opening using PhysX 3.4, saving, or will it be less headache to just import the meshes without apx and just repaint everything in 4.16?

Is this feature where the collision follows the mesh so closely that they’re as good as static mesh collisions? No more flat lizards being driven by tall colliders. I.e. I can make that Shadow of the Colossus clone I’ve always wanted?

If you are not able to add other api or edit the engine physics better then don’t even try to make a game based on physics.

The cloth editor tool is not in there yet is it? i played around with 4.16 for a while but couldn’t find it.

Go to Editor Preferences, then under Experimental enable Clothing Tools.

It is not just a screen space effect. You can look away so that the source position of light(s) using volumetrics are off-screen, but the rays still work :slight_smile:

However there are quite a lot of settings that can make a dramatic difference to this system, and it will take some time for everyone to learn the best settings for various scenarios. For example one of the settings (I forget which one right now) even has a tooltip that explains that it makes a big difference to how much rays will show up when you are viewing them from certain angles, eg if your camera is facing away from directional light direction.

I’m quite confident that there will be plenty of documentation, tutorials and videos of this effect given more time, as it is rather lovely to look at and plenty of people will experiment with it. For now there are just a few short videos and photos that show the results but dont attempt to explain things.

One source of information is from page 5 onwards of the feature request thread in the feedback forum. Once you scroll down page 5 a bit you will see that someone noticed when this feature was added to the github master branch version of UE4 some weeks ago, and various people tried it. There is not huge amounts of info there but it is better than nothing. Just be somewhat wary of some details because a few option names were changed in a later github commit after people already spoke on that thread about the system.