[=Leslie Nivison;94048]
We’ve introduced some editor side optimizations and automatically implemented scalability settings to help improve perf. Still some changes coming down the pipe, but should help out some folks.
Can you post to answerhub with detailed repro steps, and maybe even attach your asset? We’d love to take extra time before the 4.3 release to address issues like .
[/]
Performance improvements are fantastic. Everything feels so much smoother. I have a very high end PC - so my performance was never terrible - I imagine lower end PC users will feel even more.
I posted in Answer Hub - the was that character blueprints are no longer assigned an AI class by default - manually setting it to AIController fixed it.
[=;94028]
It’s a shame that projects still don’t run on android devices (black screen), have a bad feeling won’t be fixed in the UE4 4.3 official release
[/]
You think that’s bad, try running it on a Windows (RT) phone/tablet
Is world compositor going to work with multiplayer games? Can i have the worlds loaded separetly for all the clients? And if they load it can I sync the content between the server and clients?
[=ajvnd;94967]
There are still some Bugs using split structs. I am using them extensivly… and once in a while a project crashes and wont open again. I am trying to pin the problem… Can’t reproduce consistently. Might be a problem when using them in function nodes but i have to do some research.
[/]
Can you post on the **AnswerHub**along with the following information:
[]
If you are experiencing a crash, then please provide us with the .LOG and .DMP files from your [project]\Saved\Logs folder. Additionally, you can please send us the CrashReportClient.log file located in C:\Program Files\Unreal Engine\4.0\Engine\Programs\CrashReportClient\Saved\Logs.
[/]
Can you also list any specifics about your project, whether it is code or BP based, and any steps that you think are necessary to replicate the. Also, posting relevant images, if you are able to do so, will make the replication of the much easier as well.
Once you’ve posted can you edit your comment above or post a new reply with the link to the question on AnswerHub. way we’ll be able to get looked into as quickly as possible!
I saw on Trello that “3D collision/physics” is for Paper2D. Does that mean that it can simulate 3d rigid body physics constrained to two axes (i.e. functionally equivalent to 2D rigid body physics), or does it simply refer to things like whether or not two sprites are overlapping, or to something else entirely?
I ask because I have an idea for a 2D mobile game involving rigid body physics. Could I get started on it with 4.3? And if I could, would I just be better off waiting until a later version when Box2D is fully integrated for performance reasons (I’d probably have around 100 rigid bodies in a given level)? Thanks in advance, and nice update by the way.
is an update, and has many of the features that i have been wanting.
With a new flying blueprint project, I noticed that the character plane does not seem to collide with landscape elements.
Twice, a prompt told me i had low fps and it was setting optimal engine settings, after which the computer crashed telling me that my video driver is out of date, but it is not.
Anyway, engine rocks and has heaps of untapped potential. Keep up the great work!