Unreal Engine 4.18 Preview

Are you actually working on updating Instance Static Meshes without changing the PerInstanceRandom value? In Preview 4 it’s not working, but I see some options for it. You won’t believe me, but this is such a huge game changer and I can’t remember when I was sooooooo happy about a new engine update! :slight_smile:

Has anyone else noticed problems in VR when r.screenpercentage is set over 100? While I’ve had no problems with it in previous builds, it seems to be giving me goggle-view now, no matter what the mirror mode is set to, but works properly without setting it. Can anyone else corroborate?

[=“Ninjin, post:183, topic:100191”]

Are you actually working on updating Instance Static Meshes without changing the PerInstanceRandom value? In Preview 4 it’s not working, but I see some options for it. You won’t believe me, but this is such a huge game changer and I can’t remember when I was sooooooo happy about a new engine update! :slight_smile:
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Wow, that’s in Previous 4? I’m so excited!

In my project I hacked the PerInstanceRandom values to be incremental, it will be nice to have something that isn’t so fragile to changes from Epic.

Been away from UE4 for over a year, Jesus things have gotten slow (running experimental work from over a year ago runs WAY slower now???). Any some guru at epic could push a xstream speed build that doesn’t have all this other rubbish in that 99% of people never use or want?

can anyone look into it ? Source builds are broken ;/.

Is improving the Paper2D plugin in the roadmap… ?

Yeah UE4 is getting slower in every new release :frowning:

Any prevision for when 4.18 will be out?

Hi all.

We are currently targeting the 4.18.0 release for sometime next week (Oct 23 - 27)

Cheers

Thanks for the info .

[=“lloadead, post:189, topic:100191”]

Yeah UE4 is getting slower in every new release :frowning:
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They must fix the slow level streaming, that’s the only real thing I recall to be slower than earlier engine versions.

[=“BrUnO_XaVIeR, post:193, topic:100191”]

They must fix the slow level streaming, that’s the only real thing I recall to be slower than earlier engine versions.
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Are you using Event Driven Loader, this streaming method still marked as experimental?
I’ve seen huge boost in cooked build in comparison to default streaming, 4.14.

[=“, post:194, topic:100191”]

Are you using Event Driven Loader, this streaming method still marked as experimental?
I’ve seen huge boost in cooked build in comparison to default streaming, 4.14.
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No, I just load level instances through code (like in an infinite runner game); those small levels in 4.13 load instantly, but on later engine versions the same project takes some milliseconds lag to stream the same levels.

[=“Stephen_Ellis, post:191, topic:100191”]

Hi all.

We are currently targeting the 4.18.0 release for sometime next week (Oct 23 - 27)

Cheers
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Awesome! Just in time for the Game Jam usage!

next week? nice, ready for that :smiley:

are you guys planning on phasing out hlods in any of these new versions and replacing them with something else? I only ask because i get no support at all about them… and very rarely do they work with any large or detailed levels… Even sub levels which are single rooms tend to just freeze at “collecting input static meshes” for hours on end until the eventual unreal engine 4 crash…

So yea… whats the deal? Do you plan on implenting a working system… because i have lost hundreds of man hours on this junk. Its making the engine overall look bad. I have like 10 answer hub questions about many of the problems ive run into with hlod both with and without simplygon.

I can’t seem to find the unified XR(AR) classes/nodes/actors in p4. They talk about “passthrough cameras”, “camera control” and “synching” in the first post.
I take it the idea is not to use the ARKit/ARCore clases but some kind of platform independent wrapper, where are they or what are they called?

In Preview 4, there is an issue with the BuildId value in the UE4Editor-Win64-DebugGame.version file in Engine/Binaries/Win64. It seems it should match the changelist number but doesn’t, which causes game modules to be continually considered out of date even after building them. The issue is limited to the DebugGame Editor target.

I just wasted a huge amount of time tracking this down, and it seems it relates to UBT code that is new in 4.18. Please check this is fixed for the final 4.18 release.

im still get 2 mouse click by only one touch on screen in windows , is there any hope for fixing this ?

C++ project compile speeds are still unbelievable, it’s slower than 4.16. You broke some modules in hot reloading with 4.17 update, my compile times are gone to 20-30 secs from 5-10 secs. 4.18 is even worse, it has some bugs with hot reloading.

Here you go: https://answers.unrealengine.com/que…ec-135sec.html

This engine just goes worse and worse with every update. Devs are very busy with improving blueprints and adding new features, instead of fixing existing and known bugs. GG WP Epic Devs.

If you’re not going to show some love to C++ developers, you’re going to lose most of your C++ community soon.