Heya,
Would someone be so kind to explain what the below new feature means?
Does it imply that I can make a fancy shader and bake the result to a texture?
Heya,
Would someone be so kind to explain what the below new feature means?
Does it imply that I can make a fancy shader and bake the result to a texture?
in ConsoleVariables.ini, adding T.MaxFPS = 30, no longer works in 4.17p2. the engine starts up with 120 FPS for some reason.
Good addition to the plugin environment!
Nothing. You need Asset registry to properly use Asset Manager.
Asset Registry is used to discover asset at runtime by some arbitrary query.
Asset Manager is used to load/unload those assets.
Though if you have names of assets, you don’t need Asset Registry to find them.
Try removing the =
i tried removing the =, i tried removing the white space… but it doesn’t work. have you tried it in 4.17? does it work for you?
to test it, i tried
[Startup]
r.AllowStaticLighting = 0
T.MaxFPS = 30
and it turned off static lighting, but it did not cap the frame rate. it only works when i use the console command after the editor opens.
Any chance to get UE-47567 fixed with the 4.17 Release?
It’s a quite critical bug for me as it prevents me from creating facial animations.
Can a plugin based shader interact with the material editor at all? I was looking into whether I could port my toon shading model to a plugin with this, but sadly it seems impossible to do so with the current implementation.
Well, congrats. I guess any of that stuff sounds good if you have a PhD in IT and a doctor degree in physics and 3D vizualistion. For me though it looks like there is nothing in the update I understand nor need, just like in 4.16 so I’m going to stick with 4.15 until there is a new feature coming out like “improved renderspeed” or “better handling of instantiated foliage to avoid errormessages like lightmap too samll or too many plants in the level”. You know, bread and butter stuff for bread and butter indie developers.
I don’t actually use them from inside blueprints, but from inside a C++ plugin.
Basically, they’re part of a(n U)struct that’s part of an UDataAsset, and if the members of the struct are not a UPROPERTY, they aren’t serialized correctly, which is now… a problem, since it won’t compile if the FRichCurve is marked as a UPROPERTY.
Just adjusting a local source code build to allow them to be a UPROPERTY wouldn’t really help, since the idea is to offer this to other people as well.
What does your struct/property declaration look like? You should be able to something UPROPERTY() without any blueprint access specifiers, and it will serialize. This should be possible within a BlueprintType struct too, it just won’t expose that particular property to blueprint. Pretty sure if you get that error without having marked the property itself as blueprint accessible, then that’s an engine bug.
Un-usable 3D widget performance problem on GearVR in 4.17:
Hoping that can get fixed / get documented workaround before release!
This is a preview for people who know what they do. If you need a polished up version of all the larger changes, wait for the official release! Otherwise, go and improve on your bread and butter indie dev knowledge, as it is even more important for you than it is for larger companies. Concerning the listed new features, it’s meant for knowledgable people to test and try. I wouldn’t count me in for some of this, too, but I dont need to rant about it either. If you got time, just download the preview, check if your current project runs without problems and behaves the same. If not, go and submit a bug report. That would be a good thing for the community, too, instead of ranting about a detailed feature list with technical terms.
You’re right. Totally forgot about that. Thanks.
Yeah, I know. And it is indeed odd that it has two different parameters, but I can only imagine that it’s to account for the fact that the PCSS penumbra size doesn’t correspond perfectly to the lightmass version (even with adjustments to the max kernel radius).
This bug has been around for a long time appearantly, but it’s so small you can probably get it in 4.17
really?That’s great! Is there any code document in details?
My problem is I can use LoadObject<> to load obj in my path, but I can’t get anythis in this path by using UAssetManager.
The load-way I used is just PDF docment shows.
One more question , the assets I load from paks always get UV problem, can you give me some guidance?Please.
Any idea when we will the Clear Coat Shader function being added to the Forward Renderer? I have project that heavily relies on this.
How to use “Spectator Screen” option to record VR session?
I’m very in hope Epic going to fix AA issue with Forward Rendering in VR, there is no AA on edges and each object going to have sharp flickery edges around the object and there is no way to get rid of it.