I’m unable to build the engine from source, release branch commit: dbced2dd59f9f5dfef1d7786fd67ad2970adf95f
Windows 10 Pro, VS Community 2015
Module.ShaderCacheTool.cpp
41>C:\UnrealEngine\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C2039: 'MergeShaderCacheFiles': is not a member of 'FShaderCache'
41> C:\UnrealEngine\Engine\Source\Runtime\ShaderCore\Public\ShaderCache.h(142): note: see declaration of 'FShaderCache'
41>C:\UnrealEngine\Engine\Source\Programs\Mac\ShaderCacheTool\Private\ShaderCacheTool.cpp(66): error C3861: 'MergeShaderCacheFiles': identifier not found
41>ERROR : UBT error : Failed to produce item: C:\UnrealEngine\Engine\Binaries\Win64\ShaderCacheTool.exe
41> Total build time: 57,26 seconds (Local executor: 0,00 seconds)
41>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(41,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat ShaderCacheTool Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
It does run fine, technically. It’s just that Mac Shader tool is now a part of that solution. I’m sure they’ll get a fix to it, but I’m not sure you ever want to just blindly “Build Solution” on the entire engine.
To setup emissive lighting, we just applied a bright emissive material to that one mesh, enabled bUseEmissiveForStaticLighting on the mesh, then set NumSkyLightingBounces to 10 in WorldSettings.
Note that emissive mesh lights tend to cause noisy lighting in Lightmass, which you can reduce by making the emissive area larger or jacking up IndirectLightingQuality.
I completely agree, it hurts to see how Epic is still working on improving static baked lighting. Epic just needs more devs working on lighting and shadowing. Every dev-rendering merge to I hope to find improvements to dynamic lighting and shadowing, but recently, it was mostly all just static lighting stuff (apart from the awesome vulkan improvements, thanks Rolando!).
It feels like is the only one working at lighting and shadows, so whenever he works on static lighting, 0 people are left for the dynamic side. If Epic would have at least 2 devs for lighting with one constantly working on dynamic lighting, that would already be a huge improvement. But I get that finding people with the skills of is very, very hard. I just hope Epic is really trying to.
Support for Vulkan is in 4.16, 4.17, and also 4.18. It gets improved a lot with every engine version. In 4.18, I couldn’t see any differences between D3D11 and Vulkan any more, so Vulkan SM5 is working very well now regarding supported features. Just performence is still significantly below D3D11, so thats for 4.19 and 4.20. But you can already use Vulkan on Windows and Linux, even VR works with it now (SteamVR).
hey guys,
Im having here huge performance issues, in 4.17.2 im all the time on the cap of 120 FPS, since the upadte to 4.18 im getting somethung around 8 to 30 FPS.
Im working on a 4K monitor, any idea what is going on ?
if I read this right, go to documents folder, find your unreal folders, go to the one you want to upgrade, right click on your .uproject, and select ‘switch unreal engine version’…
I have a 4k monitor and just upgraded my project from 4.17 to 4.18. Now when I press ‘play in new editor window (pie)’ my window is all of a sudden much smaller than it was in 4.17. I’m using my mouse for touch events and those are now off as well. It looks like my input have an offset of 200 units in X and Z or something (I click on a grid of squares and a square far away from the mouse click gets the hit).
Now if I play in ‘mobile preview es2 (pie)’ things seem normal again.
Any idea why this is?
Thanks.
P.S I also noticed this is a problem when using widget reflector scaling in 4.17. I’m not using that in 4.18 nor 4.17 though as it seems buggy.
So, on one hand, I see where you’re coming from, but I certainly wouldn’t want them to *stop *working on static lighting, either. 4.18 really made some important improvements that allow for even greater “photo-realism” than before when using static lighting.
This is partly because I personally get a lot more value out of static lighting than dynamic lighting, but I think this is the case for a lot of others as well. The fact is, static lighting still does a lot of things that simply can’t be done dynamically – and certainly not at the same level of quality and performance. I also there are relatively few situations in which dynamic lighting isreally necessary. Games with day/night cycles, need this functionality, but aside from that, in real life I see a lot more lights that don’t move than ones that do.