Thank you Epic for your hard work!
Looks like the attenuation plug in setting for steam audio is gone, is there a new way of adjusting its reverb, occlusion and spatialization?
Nice release, Looks like it has a lot of awesome stuff to test out. As for the animation system, The FBX importer imports all seperate objects as one skeletal mesh when skinned to one bone system. Is it possible to add an option to split out all the objects as speerate skeletal meshes (which only use the bones theyâre influenced by) and can use the same animation asset?
Hello , will the updates to the rendering branch be added to the official version of 4.22? For example, support for Mask material and Foliage system, support for HISM rendering, support for Landscape, etc? If Mask and Foliage are not supported in version 4.22, doesnât that mean that a lot of outdoor scenes canât be used in DXR rendering? Existing DXR renders Mask with obvious shadow flicker, and cannot render Foliage system and Landscape.
And, in this preview, I didnât find GI and translucent commands in the latest rendering branch? Maybe we canât turn on GI and translucency in this version?
Finally, wonât DXRâs related functions be integrated into the editor UI in 4.22?
turbo gtx 1070 ti
windows 10 1809
Could you please elaborate a little more on this?
Kinda unrelated, but this will be the update with the renderer rework a couple of Epic guys talked in conferences at the end of 2018? or thats still on the roadmap?
Good job! Canât wait to check out the Render Graph!
When reading first half: wait this suppose to be a big update where is the big update?
Saw ray trace: Hell Yeahhhhhhhhhhhhhhhhhhhh!
You sure about this ? Afaik the RTGI component was only recently added to the dev-rendering branch and has an engine version of 4.23. Is it supposed to be in 4.22 as well?
This has an awesome list of real-time DXR ray-tracing features. Especially the real-time global illumination which was a feature that was promised in UE4 since day one. Too bad it ended up needing a whole new generation of 3D cards to finally achieve it properlyâŚ
Which brings me onto my next question: Obviously there are still a lot of users not on DXR capable hardware and I canât therefore see pre-rendered ray-traced lightmaps going away any time soon. I feel there would be a huge benefit adding support for RTX-based ray-tracing to Unreal Lightmass so that we can use ray-tracing hardware to significantly reduce Lightmass rendering times.
Is this something that Epic has plans to implement?
Thanks guys! You are geniuses!
Iâm honestly quite surprised there isnât a lot more emphasis being put on the addition of runtime autoinstancing. This change alone makes 4.22 extremely worth upgrading to. Iâm seeing drawcalls drop by 20-40% in normal scenes, with some extreme examples like going from 2.5k to 900 drawcalls in a complicated scene with a lot of objects in one level and going from 20k to 2k drawcalls in a WIP large-scale city level which has a lot of building blueprints reusing multiple smaller static mesh components (unmerged and not instanced).
Ray tracing is nice and all, but this change affects a much bigger userbase. Free ms everyone! It was, of course, possible to get the similar results by instancing all repeating meshes using the merge tool manually, and it still doesnât replace the need for manually merging meshes with numerous smaller unique parts (or spline meshes, for that matter, which arenât being instanced in runtime with this change either). But still, a fantastic addition.
Thanks Epic!! You made my day with this release. Epic indeed.
I canât execute play in UE4 editor, Editor is going crash when I push PLAY button. Does someone have the same issue?
How did u get ray tracing to work? i made a shortcut of the UE4Editor.exe and added -dx12 and enabled raytracing in the rendering setting and restarted the project and still see the same thing when i add a rect light still the same. I have 2 RTX 2080 ti ._.
Great release. Thanks EPIC!
Since you got a full dedicated team to lighting now is there any roadmap you could share? Iâm curious about the next features we can expect. Like Lightmap or voxel-based technolgies combined with raytracing to bake down some of the lighting data for performance reasons.
What about Lightmass modernizations?
It seems fine to meâŚ
And PhysX 4.0 when? PhysX 4 has solved lot of problems with bad acting physics.