Is there any roadmap for future version of the engine (UE4)? There its lots of experimental features that are unfinished (or abandoned?) and it’s very annoying and frustrating to learn something like that, use it and wait and wait and wait if its safe to use it at all… (from 4.24 I would rather not even move with the project to a new version… (and i dont have hardware for next generation engine…))
For me, i would like to ask if the following things will be ever completed and when:
Animation Modifiers
CCDIK
Layered Materials
Scripting the Editor using Python
Will Chaos be completed and polished for releasing project in UE4 or is it just testing for UE5? (i am using PhysX and DCC plugin from NVidia - manual cut in 3DsMax with procutter)
When there is only one Actor BP, the camera Sequence player switch using the level sequencer (node set playback position)
now add another Actor BP (with a different level sequence), the Camera Sequence Player won’t switch to one another when going from one trigger volume to another.
now delete one of them (Actor BP) and it works
Other test with more than one Actor BP:
If you replace the node “Set playback position” by the node “Play” it works fine, camera sequence player switch
I believe that the node “set playback position” is bugged.
PS: I tried all different settings with node “set playback position” (frame, time, jump, play and scrub) same issue if more than one level sequence is involved.
Just took a look at what I was trying to convey in my last post and wasn’t impressed. Here’s somewhat better version that doesn’t look as sloppy and highlights the difference a little bit more.
The point is, the BP node system could definitely use an UI overhaul even in the most basic sense, let alone adding features like additional connectors or options for custom font and nodes sizes. A major version upgrade like UE5 looks like the obvious choice to do just that.
Quick question,
When I’m using split screen with ocean, the ocean post proces crashes the editor (and package) with an error.
Assertion failed: !bIsLoadActionInvalid [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderGraphValidation.cpp] [Line: 421] Pass 'SeparateTranslucencyParallel' attempted to bind texture 'SeparateTranslucencyColor' as a render target with the 'Load' action specified, but the texture has not been produced yet. The render target must use either 'Clear' or 'NoAction' action instead.
I read a lot of threads on performance drop in 4.26 , so i thought i’d give it a shot . Lost 30 FPS right off the bat . Maybe Epic should focus on performance in future updates as it can be critical.
The iPad received an error prompt “could not establish pose query processor stream” when it tried to get the Azure Spatial Anchor through ID
We already know the reason, because Microsoft’s official Azure Spatial Anchor SDK version has been upgraded to 2.7.0, and the Azure Spatial Anchor SDK version in UE’s plug-ins has not been upgraded.When can upgrade the SDK version of the plug-in?
你好,在4.26.1版本中,这个函数读取不出文件内容,路径是正确的,返回空值,我们用的设备是quest2,请问如何解决?
Hello, in version 4.26.1, this function can’t read the contents of the file. The path is correct and returns a null value. The device we use is quest2. How can we solve this problem?
YES OMG YOU ARE SOOOOO RIGHT because saying “early 2021” means tomorrow right? you must have missed the memo… There is no date specified. It was in a live stream they said early summer. just chill out and it will be released when they got it stable enough for a release -.-