ARKit2.0 available on 4.20 p2 ?
When you are turning on a via a console variable or some otherwise hidden method you should have the expectation that the may be extremely unstable, missing functionality, and have no ui polish at all.
This is still an in preview 2 and I havenāt gotten a response about it yet. In case you need more detail, if I package for Windows (32-bit) with a project that uses Steamworks I get the error
LINK : fatal error LNK1181: cannot open input file 'steam_api.lib'
Searching around the install directory for 4.19, steam_api.lib is found at āEngine\Source\ThirdParty\Steamworks\Steamv139\sdk\redistributable_binā but itās missing in my 4.20 install. I verified my installation just in case something went wrong with it but itās still missing.
Setting bCastHiddenShadows=true doesnāt seem to work in 4.20. Hidden or invisible meshes both wonāt cast shadows even with hidden shadows on.
Iāve only tested this with cascading shading maps, in VR, on runtime generated meshes.
I submitted a bug report.
<3
Another bug!
Packaging to android has an:
UATHelper: Packaging (Android (ETC2)): clang++.exe: error: unable to execute command: Couldnāt execute program āC:/NVPACK/android-ndk-r12b/toolchains/arm-linux-androideabi-4.9/prebuilt/windows-x86_64/lib/gcc/arm-linux-androideabi/4.9.x/ā¦/ā¦/ā¦/ā¦/arm-linux-androideabi/bin\ld.exeā: The filename or extension is too long.
My android ndk is installed in the standard folder, so I think this should be fixed by UE4.
You can reduce that filename by just negating the folders and "ā¦/"s in the middle.
Edit: I heard back from Epic on this one. Theyāve fixed this bug in CL 4123130 and it should be ready for preview 3.
Hi, thanks for the reply - but I must ask; what was it about my comment āā¦but we live in hope for future developmentsā¦ā that implied I was not aware of that which you mentioned?
As someone who is just lurking in this thread, it felt a bit to me like you were enabling a very experimental through round-about means but then complaining that it wasnāt polished (UI, buggy, etc). So I can see why other was a bit defensive.
How can I download the ARPG sample game to play around with the 4.20 preview?
Hi how can i report a bug for UI 3D Widget component in 4.20 preview 2, the component is visible in blueprint editor, and i can only see the widget in editor only if i enable Show FPS + Realtime but the BUG is that when i press play it dissapears in playmode, ive tried many projects from scratch using proper scaling it just doesnt work, same blueprint works in 4.19/18/17 etc.
I did not use any experimental features, i was just testing out 4.20 by making a few BPās from scratch and i cant create a 3D Widget Label because it dissapears in play mode. Please fix this bug its a very important UI component to not be fixed in 4.20 release.
I even reinstalled my drivers but its not that either.
Iām happy to confirm that is not the case and to correct, and anyone else.
Reading between the lines is a perilous path to pace and pontificate on.
Sequencer > Start Playing on Next Tick
Is this deprecated or replaced?
Yeah, by reading between the lines it is clear that you are blaming very experimental . Why should it be shame that such experimental has bad UI? I understood your post the same way as everybody else.
Sorry for OT.
Iām getting this error when trying to build my project in 4.20. This is Google Daydream VR project.
Answerhub question: Build Failed for Google VR project [4.20] - Platform & Builds - Unreal Engine Forums
I was just wondering if convex hull collision was on the roadmap for use in clothingā¦ I saw the new tapered capsule and it really helps alotā¦ great work guys!!
[quote=āandrlet, post:24, topic:111881ā]
Could someone please point me to the** ālist of supported webcams & HDMI capture devicesā **mentioned under VR/AR Updates? Thanks so much!
I too would like to know as well. In the past there was a calibration folder, with a calibration map. This is no longer available and even though a mixed reality camera pawn is now available, the blueprints for masking and despilling have errors.
It is a shame because, it is an unfortunate situation. In action, it is a shame Epic Games have not (currently) allowed feedback to mould and shape this important further than they have.
So, my figurative comment stands, as you have misunderstood the intent of my original post and the subsequent follow up to clarify the post.
I, too, apologise for the off-topic rebuttal. We are all adults here and hope this topic is now fully clarified/understood in the manner for which it was intended originally, without the need for further demarcation.
Please update Stand alone VR solutions.
This is the only I am interested in, even though the hardware is far off I would like to start using it 2 months ago.
Iād love to have such a list too. It would be really helpful.