DOF Not compatible with forward shading?
I am getting a crash with Forward shading and the new circular DOF.
DOF Not compatible with forward shading?
I am getting a crash with Forward shading and the new circular DOF.
I just tried to launch the 4.20 preview 5 for the first time, and while installing prerequisites it tried to reboot my PC without notification. Windows logged this event:
The process D:\apps\UE_4.20\Engine\Extras\Redist\en-us\UE4PrereqSetup_x64.exe (DESKTOP) has initiated the restart of computer DESKTOP on behalf of user DESKTOP\wmassingham for the following reason: Application: Installation (Planned)
Reason Code: 0x80040002
Shutdown Type: restart
Comment:
Is it supposed to do this? I would think not. I was using my PC at the time.
Oups⦠We should have this fix. To workaround in mean time, you can disable in project settings or set r.DOF.Algorithm=0 directly in your projectās DefaultEngine.ini.
Thanks, good to know it will be in the fix for the release!
Just putting this out there in case anyone experienced the same thing. Iām a MAC user and 4.19 broke a few of my plugins and asset packs. I worked with the authors for months to try to figure our a workaround but we all gave up. Like magic, trying them in 4.20 preview 5, they ALL work again. So whatever you did, thanks. Hope this sticks in the release version.
I need help, I was creating a character in Mixamo and then I passed it to ue4 and it came out that someone knows how to get the character right
So many crashes in the material editor
Yeah seems to be working, at least partially⦠Iāve realized that generated cmake files donde include intermediate folder where āgenerated.hā files are created⦠Any workaround? I can manually add it to cmake files, but they get overriden whenever the project is rebuiltā¦
We have not been able to repro this crash. Would you have further information? Config/ directory of your project, or minimal repro project?
Edit: Reproed this crash, specific to MSAA use in clustered forward renderer. I doubt we can have this fix any time soon, but we would want to have this crash fixed, even if this means post release. Workaround for existing content falling into this case is to fall back to old Circle DOF implementation using r.DOF.Algorithm 0 in your DefaultEngine.ini.
Any changes on Google VR to iOS? any app signed with Distribution and Google VR Enabled will Crash when Launching on Device, this is almost 2 years⦠EPIC WILL THIS BE SOLVED on 4.20 ???
hard to tell without knowing how it is suppose to look⦠post this in ācontent creationā group⦠is this mixamo, or fuse then mixamo fbx⦠etc etc⦠aslo post a picture of what you expected
Ok thanks, Yes MSAA is very important to us glad to know you guys will fix this as we really like the new DOF.
I notice that changes to a ColorCurve in a Niagara emitter doesnāt appear to update the mesh particle (with a material using the Particle Color node) until you disable and then reenable the Color module in the stack.
Does anyone know howās the virtual texturing implementation going?
Quick question regarding Niagara. Will collision filtering be added soon or is it already there somewhere. I got particle collision working, but notice that the particles generate collision events for everything, so the particles collide with the player for example when you might not want them to. I find it strange that collision filtering is not implemented yet, which is why I thought Iād ask.
Any ETA for 4.20? is there another preview round planned before the release?
Thanks,
I bet itās not being actively worked on yet.
does anyone know about FrameProļ¼
Appears to be a serious memory leak in Niagara. I created a basic system with particles that should only live for 3 seconds. When added to the scene, I notice the FPS slowly go down from 120 to 5 over a few minutes and task manager just UE4 ever increasing memory consumption.