It has the new category indeed, but the engine crashes if i try to change Visualization settings.
- create new empty project
- create new blueprint
- add motion controller component
- set Visualization: Display Device Model = true
- crash
It has the new category indeed, but the engine crashes if i try to change Visualization settings.
No one is going to fix it unless you properly report this on Answer Hub and also using a new bug report submission form.
Has anyone gotten the Uvoip component working when I use the create talker node in the character blueprint it crashed on run and when I made a playerstate blueprint and created a talker there it worked fine on run time but even though I register the talker I hear nothing coming from the player
Unfortunately, Unreal Engine Issues and Bug Tracker (UE-48722) is not fixed in the Preview. It is also now classified as “Duplicate”, but I can’t see what other issue it duplicates? The target fix has shown as 4.19 for a few months and this is a game-breaking bug for us, so I would love to get some information on this issue!
Yay! Multichannel and ambisonic support. Thank you!
Finally! Thank you!
4.19 still retains bugs for hlods that i had in previous version. This includes with the new Simplify mesh … I was told that this new hlod system would fix this issue but it has not…
I must admit I am a little surprised that there are not more enhancements for AR in release. When the ARKit announcement was made, Epic indicated that this is an initial release and that was the reason why the AR documentation was not very comprehensive. I also seem to remember some mention of providing a more in-depth support for ARKit’s API in future.
I am sure you have something in the works and it would be great if you could share some of what we can expect in the AR realm.
Chance mentioned in the other thread that they are preparing AR docs both for ARKit as well as ARCore, gotta wait a bit more I guess.
In the MaterialFunction SpeedTreeColorVariation, the PerInstanceRandom is outputting garbage, probably nan/infinites… disconnecting that fixes InstancedFoliageActor versions of SpeedTrees which turns entire forests black like in the Kite Demo! Doesn’t any programmer here test this basic stuff with the biggest demos of Epic?
You worry… too soon
Preview notes are usually incomplete, often missing big features. And sometimes these big features arrive during Preview period.
This is big merge from AR branch, committed just 3 hours ago.
https://github.com/EpicGames/UnrealE…7d89f5eda355ff
Mhm… It looks like Face Mesh Component for ARKit has been added. Is it something needed for face tracking?
Nice find pal, yeah it does look like face recognition stuff, however considering the fact that some sources say Apple is about to kill iPhone X, the feature might end up useless. Just rumors though.
For Linux cross-compilation on windows, what toolchain should be used? When attempting to use the one from http://cdn.unrealengine.com/CrossToo…0-centos7.zip I get the error:
ERROR: Cannot use an old toolchain (missing ToolchainVersion.txt file, assuming version earlier than v11)
edit: I found in UEBuildLinux.cs that LinuxPlatformSDK::ExpectedSDKVersion is v11_clang-5.0.0-centos7. Where can I download this?
I was expecting to see some sort python implementation in this release as I heard in one video at Epic YouTube channel. No luck this time. Still waiting. thanks.
Thanks for the debugging updates.
Likewise very curious where we can find this v11_clang
As others have mentioned regarding features, relax a little. They are still working on the release.
If you check out github they pushed python into the branch today
I’m not sure if support of Dynamic Resolution was added for SteamVR already, so it’s possibly not a bug, but for now it doesn’t work as expected.
So now we have ScreenPrecentage and PixelDensity. PixelDensity works fine. When Dynamic Resolution in disabled, I can manually set r.ScreenPercentage and it works as well (like before) although I don’t need it anumore.
Dynamic resolution changes ScreenPercentage, but output frame in a new resolution changed by r.ScreenPercentage isn’t stretched to fit VR headset resolution. So, for example, when image is supersampled, VR headset receives top-left corner instead of two-eyed frame. It looks like this: 2018 01 23 21 11 38 - YouTube ].
Dynamic resolution is stated as incomplete for VR currently and isn’t supposed to be used.