Unreal Engine 4.18 Released!

I noticed that when I lunch 4.18 version it started to compiling shaders, before project with No starter content is even created ,that’s never been the case in earlier versions, maybe on strong machines it is not big deal, but for me it is a problem :confused:

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Hey, thanks for the hint!

I just restarted the machine, opened UE4, created a 3rd person project, and now, with maximised editor, I get ~90 fps - so it could be exactly the kind of problem you mentioned.
Good to know …

This caused so many weird errors when opening the project. I think a better solution would have been to detect whether Destructible meshes are used and enable the plugin automatically.

What’s the difference between VS Code and the normal version? Can I replace VS community by it and make it work with UE4 the same way it does now? I installed VS 2015 because UE4 required it but I don’t use it at all, if I can replace it by Code and get some extra disk space that’ll be great.

And about this:

If I package a game for Android and PC using Google OSS and Sign-In can I make PC and Android people play together (AKA cross-platform multiplayer)?

It should be OpenCL because Radeon users cannot use proprietary CUDA.

As far as i know, AMD is working on a “translation” to enable their customers to use CUDA. (Whereas “AMD” means “Radeon Technology Group”)

But I generally prefer a “nvidia-free” unreal engine, so openCL would be nice.

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Regarding the Volumetric Lightmaps.

No streaming?
Doesnt that make them pretty useless? (Or is it possible to have one volume in each level you load?)

Guess I need to do some experiments with them.

Yes it does. I downloaded the new sample, deleted everything relate to android with an empty project file and compiled directly using windows.

I have a question about non-parallel projections (The VR update for non-planar HMD screens)

  1. Is this basically off-axis projection?
  2. If so, can I use this out of VR, and can I update the projection on every tick?
  3. Can I use it on a render target?

I’ve got a few applications for off-axis projection - One of them though is a realistic gun scope in VR. I think using an off-axis calculation on a render target you’d be able to create a scope that looks like proper optics rather than a 2D screen stuck on the back of the gun. You’d actually have to line up your eye and sight through the scope. Current implementations of scopes are just render targets from zoomed in cameras in the gun and look the same no matter what angle you look at it from. It should look more like the video in the link, and I think with off-axis support it should be possible.

Currently we can’t use history or diffing on umap files. Is there a reason for that, or just not implemented yet?

Finally :):slight_smile:

Somehow when i lunch it its stuck at 45%
Update: Working fine have to wait littler longer

There must be a problem in Textureparam2D in Material to Materail Instance. Its doesnt override the Texture sample in Material Instance. Worked fine in UE16.2…

->Ok ive found it, its very simplified in UE18.

Well, I have done that just a day ago under UE4.17. It works and give you a diff of the Level Blueprint :slight_smile:

Are you talking of the Git plugin? Using Git itself, not Git LFS? Are you using the Binary/Launcher version of the Engine, with the default plugin? Anything special with you project? Can you give it a try on a default empty project?

I’m using a custom build based on 4.18, the repo is set up to use git lfs for all binary files like uasset, umap, etc. I’m assuming it uses the default plugin if you set the source control to git in the editor?

History and diff for blueprint and other assets work fine, but the maps only have one option available, “Refresh”.

Well, I retested under 4.18, without LFS, I am able to show history of a umap asset. I am unable to diff two successive révision, but I can go to the Level BP editor and diff the current review with any old one

I’m more interested in a diff of the level itself, so placed actors and their settings. If that’s not a thing, maybe it can create a text diff for p4 like it does with materials and other assets?

Amazing update as always!! Love all the new improvements.

https://docs.unrealengine.com/latest/images/Support/Builds/ReleaseNotes/4_18/image_6.png

Very very impressive. Great VR times ahead. But this configuration of bounce lights and skylights will be documented? Or…can you share (please!) for example the file of the image above?

Very thanks people!

It looks like some things might have not been converted a while ago and they are causing issues with conversions to 4.18.

Change these files:
…Unreal Projects\YourProject\Source\YourProject\YourProject.Build.cs"
…Unreal Projects\YourProject\Source\YourProject\YourProject.Target.cs"
…Unreal Projects\YourProject\Source\YourProject\YourProjectEditor.Target.cs"

Follow the recommendations from roman94v here: https://forums.unrealengine.com/deve…ansition-guide

The SetupBinaries() method is no longer needed.

Hello infectedfury,

Can you please make an Answerhub post about this in the Bug Reports section? When making the post, please include logs from 4.17 and 4.18, as well as specific numbers for the framerate amounts. Any information you can provide will be helpful for investigating this.