It would be great to get a better example on how to use PVS-Studio. I’m very interested in static analysis tools but have so far not been successful with using PVS Studio with Unreal Engine.
When I use the Standalone tool and compile, it doesn’t seem to analyze code in plugins? I’ve been trying this with the free license on an open source project (with the special headers), but hoping to use this commercially if I like it.
Is the free version perhaps not supported due to header generation?
If anyone else is curious about this, run a command line to build your project. Something like this example below, just replace %enginePath% with the full path to your UE 4.17 installation’s Engine folder.
%enginePath%\Build\BatchFiles\Build.bat MyProject Win64 Development “%projectPath%/MyProject.uproject” -StaticAnalyzer=PVSStudio
Unreal Engine 4.17 doesn’t bring any explicit mentions and the only Vulkan mention is with regard to native sRGB sampling for Android applications. But other work to find with Unreal Engine 4.17 includes a number of physics updates/optimizations, audio streaming is no longer considered experimental, UE4 plug-ins can now declare dependencies on other plug-ins, a new composure compositing plugin, shaders are now supported in plugins and projects.
Dear community please hightlight VR Spectator option, I want to make Mixed reality videos from VR demos, how this function works? I have ViveTracker as virtual camera and DSLR camera as a physical camera, how to merge them together into one video file? (I have GreenScreen room). I hope this untion will be available fully in 4.17 Final release. Thank you!
@mblogest that’s a pretty big quote just to ask a question. try mentioning Stephen Ellis’s name instead. or in this case just ask your question. because almost anyone here can answer your question.
unless it’s been changed: yes you have to download the actual 4.17 release. the preview is exactly what it says just a preview.
(it’s advised Not to update any working ‘major’ projects to a Preview because it’s just for testing & seeing what’s new etc etc)
“Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.”
ayretek answered accurately (thanks). You will need to download the full 4.17.0 when released, although it overwrites the Preview in the same engine slot on the Launcher.
And the release date is indeed “soon”. Most likely within a week.
I don’t know where to report the bug, but I’ll write it here:
I wanted to create my own UV for lightmap, so I just duplicated UV tag in Cinema 4D and named them 1 and 2. When I import to UE, it’s imported second UV map okay (don’t forget to uncheck Generate UV light map). So technically it works and catching my second UV as lightmap. This object currently has one material, when I adding second material (Selection Tag and applying material to the selection) it has 2 materials and 2 uv. Technically everything is correct.
Bug: When I import this FBX to UE, I have two “options”: Either have only one material and 2 UV (one is my own UV and second is my own as well for light map, technically it’s the same UV layout) OR I can have 2 materials (or full materials set in case if there many) but it cannot see second UV map, I have to go to the object properties and Generate second UV for lightmap, when I click Apply, magically it generates lightmap UV (removes my own UV map for lightmap or overwriting it) and showing me all materials as it was on the object, this way I loossing second UV.
it’s very odd glitch, I cannot track who have a bug Cinema 4D or Unreal Engine. Currently, I use generating UV for objects with many materials and using second UV only for object with one material. Can you please have a look to this? it’s kind of annoying, if it’s UE4 bug, I would is as high impoirtance.
Can someone make clear instruction to run lightmap over the network? I saw some from 5 years ago for UDK3. It would be nice to have Unreal Engine live event about network lightbaking in real life situation where user have LAN access to powerfull machines with regular network settings.