I think this has nothing to do with Live++. In the changelog it says they have optimized the UnrealBuildTool and UnrealHeaderTool. It even says that a full build takes 30% less time.
Unfortunately I notice no improvement at all…
That looks amazing, how do you enable this? I found the plugin and enabled it, but I don’t know how to setup a server for that. “Available servers” doesn’t list any and no information as to how to make one available.
I would really love to hear about actual developer experiences on collaborative map editing. Any way I slice it it just looks like a silly gimmick to put on the engine feature list to attract cash-cows for the marketplace, not something an actual studio would use.
Not specifically. The computers should be on the same network but do not have to be in the same location. You would need to use a Virtual Private Network (VPN) for this though so that you can be on a separate network at another location and still find the opened multi-user session on the network you want to connect to.
I gave a try to Pixel Streaming time ago on AWS EC2 instance over a VPN. So I think MU runs fine over VPN. The problem is when having a ISP that changes public IP every week… (Movistar)
Our team was surprised to see these results and was wondering if you had unbuilt lighting in the scene. If that’s not the issue, could you file a bug report and let me know the title so we can follow up on it?
Unreal Engine is so incredible and all features and the engine are available for FREE. Thanks Epic, thanks, thanks, thanks , a thousand of big thanks !!!
Thanks !!!
The only regret that i have its because i have not a graphic card compatible DX12, for the many new features on the 4.22.
Got the multi user editing running via Hamachi.
Amazing! It reminds me of VRChat 2 : Developer edition.
But this tool seems way too early even for early access. Whenever we save a basic sample map, the RAM usage of the server starts exploding, up to 12 GB of RAM which totally halts the process.
A few desynch bugs exist, such as when two people try to move the same object at the same time, or when the presence actor is updated (create your own or use the existing one, move the mesh, press save); the presence actor then gets re-instantiated for everyone using it, which is good, but a replica gets created that just stands in the air and is not even clickable.
As long as saving levels is almost impossible without the server crashing or using up all your RAM by dumping files, that’s too much.
I’m in the same boat here, I was working on something in .21 that I liked and I would love to take advantage of 4K but can’t do that until the plugins work. Or is there a new method of accessing the inputs?
Thank you Epic! This release is REVOLUTIONARY !!! Also, please allow to update Marketplace plugins to v4.22 because this version is unavaliable in file update section & developers are waiting to use their plugins with official Release. Thanks again.