Sweet! The project generator for CLion appears to be fixed since Preview 4. The CMakeList is there and from what I’ve observed, I needed to launch CLion twice so that it can load the project structure.
A few things aren’t picked up from the code completion, like GetWorld()->GetDeltaSeconds() as an example. Nothing to be worried about.
Time to play more with it and see how the refactoring will work
On Preview 5 materials are compiling very slowly. Even using XGE, only one ShaderCompileWorker instance is being launched at a time in IncrediBuild (Windows). I didn’t notice this slowdown in Preview 4.
Edit: I’ve also upgraded IncrediBuild, right after installing Preview 5, so it may or not be the cause.
@Amanda.Bott When I click on the “Unresolved issues in 4.20 Preview targeted to be fixed by the 4.20 Release” link, it says"I tried but couldn’t find anything…". Something seems wrong there?
Well, given that, I’d also very much like to know why the isn’t being fixed. @Amanda.Bott or @ could anyone provide us with some info as to why Unreal Engine Issues and Bug Tracker (UE-61513) is marked as “Won’t Fix”?
Doesn’t really say anything beyond re-iterating that they won’t fix it. Like I understand that it was a hacky way of retrieving the lighting info in a material, but as far as I’m aware it was the only way, and breaking it is a showstopper for anyone working with stylized lighting under forward rendering.
Can we please get a proper method of retrieving the lighting data in a material if this isn’t going to be fixed?
Can you confirm that you have updated both the Unreal Engine 4.20 and the Datasmith plugin to the latest version? During the Previews, both the engine and the plugin must be installed to the same version.
AFAIK the PerInstanceRandom has always gotten reset when adding/removing foliage instances. Was there really a point where it wasn’t the case?
for this reason I don’t use PerInstanceRandom but a custom solution for randomness (based on worldposition of the object pivot, sampled on the vertex shader). but I understand if you’re using the SpeedTreeWind node that you can’t go around it