any news on skeletal mesh reduction?
Performance on Oculus Go is abysmal compare to 4.21.2
UE4.22Preview2,
I started (r.RayTracing.Translucency) ,Unreal Engine will collapse~~~
UE4.22Preview2,Its specular reflection produces streaks of noise
Preview1 does not have that
Try launching the scene without -dx12 again and see if Magic Leap plugins some how got enabled again.
Any idea why I cant ever seem to get the VR template actually working with the HMD in releases after 4.17 ?
I’m still using it because not even 4.18 works with my hmd.
the view seems to be locked to the head rotation ?
I’m trying to get the blast plugin working - it installs, I restart the engine, but doesn’t show any blast plugin options when I right click on a static mesh in the content browser.
You have to use the mesh editor. Enter the console command MeshEditor.Enable and you should see fracture tools in the new mesh editor tab, if they were compiled in this preview.
The Target field should end like this: UE4Editor.exe" -dx12
and not like this UE4Editor.exe -dx12"
Thanks,you are right!!
How would I know if they work? This doesn’t seem to work and I can’t seem to find any documentation at all about it, but I really want to break things into tiny tiny chunks. =)
- I’ve enabled the mesh editor plugin, which allowed me to enable the mesh editor, but was unable to see any mesh editor tab
Why is it that the denoiser only seems to work at the 1 sample per pixel level. As soon as I turn up the samples per pixel for reflections past 1 the denoiser no longer works and trying to activate it doesn’t work either. Is there an explanation for this. To reproduce problem throw a sphere into a scene and apply a chrome material for example. Make sure raytracing is on. The command r.Reflections.Denoiser 1 will activate the denoiser for reflections… seems to work not too bad. As soon as I run the command r.RayTracing.Reflections.SamplesPerPixel and enter a value above 1 the denoising is no longer active and running the denoise command again doesn’t work… not sure if this is intentional, I don’t see why it would be. Turning up the sample per pixel should give a better result but only if it is denoised otherwise 1spp looks better with denoising active. Hope I’ve explained this well enough.
Did anyone test the UnrealBuildTool performance improvements?
Since UE-64076 broke hot-reload, C++ iteration times quadrupled
i have a rtx2080ti, using the last nvidia driver, and the last windows update version. when i try start the ue4editor shortcut with the -dx12, my unreal chash! anyone to help me? i already open a project and turn off the “magic leap”, but i dont know how to do that in the “4.22.0 launcher”
without the -dx12 work fine, but the raytracing not work
You need to edit with notepad or similar the file “yourprojectname.uproject” and put these lines to disable the Magic Leap plugin (not sure if they are still bugged in preview 2):
…
, “Plugins”:
{
“Name”: “MagicLeapMedia”,
“Enabled”: false,
“SupportedTargetPlatforms”:
“Lumin”
]
},
{
“Name”: “MagicLeap”,
“Enabled”: false,
“SupportedTargetPlatforms”:
“Lumin”
]
}
]
…
paper2D!!!
Looks like it is included in a new plugin, SkeletalReduction.uplugin
I just added a list of all the new plugins to a post on reddit:
https://www.reddit.com/r/gamedev/comments/asyibh/ue4_422_adds_a_plugin_for_multiuser_networked_map/
The biggest one I see is a new networked multi-user level editing plugin! Has anyone tried it out?
I also found this problem,and I made some pictures。Both Shadow Denoise&Reflection Denoise are wrong,I can’t see the effect of AO Denise ,Only GIDenoise is right。
I do not have light bounces from the Landscape. Is this not supported or should some option be enabled?
Can’t enable any raytracing feature!
RTX 2080, Win10 x64 RS4 17134, latest video driver, editor launched with -dx12, compute skincache and raytracing enabled in project settings - nothing!