is an early preview of the upcoming 4.6 release. release contains numerous new features, improvements, and bug fixes. preview also contains some known bugs which are actively being worked on before the final 4.6 release. We encourage users to check out the preview to try the new features and inform us of any issues which we may not have caught, but we also strongly recommend not updating projects for active development until the final release.
If you discover any additional issues with Preview release, please report the or on the Unreal Engine AnswerHub.
**Major New Features:
**
Static Lighting on Instanced Static Meshes (including Foliage)
Improvements to the GitHub branch distribution process
UObject Improvements
Landscape Split Out
Humanoid Rig
Support for Multi-Montages
Root Motion from Everything
Cast Unification
Precomputed Direct Lighting from Emissive Materials
Multiple Material Improvements
Improvements to Montage Editing in Persona
Keyboard and Controller input and focus unified. Controller Navigation added
Initial support for composite fonts for Slate, UMG, and Canvas
Cook in Editor
Network record/replay system
Upgraded engine to use Oculus VR 0.4.3 SDK / Runtimes
Online sessions exposed to Blueprints
Web Browser Support
New Blueprint Menu System
Full details and additional information will be made available in the final 4.6 release notes.
Major known issues in Preview release:
UE-3102 - Setting lightmaps to generate based of any source greater than zero will crash
UE-3187 - ShooterGame Client crashes when using ServerTravel command
UE-3494 - Elevators and lifts are not replicating correctly when playing in PIE on a dedicated server
UE-3749 - There are visible holes between landscape components
UE-4728 - Lighting needs to be rebuilt in LandscapeMountains
UE-4777 - SwingNinja crashes on Android when swinging
UE-4815 - Stylized lighting needs to be rebuilt
UE-4867 - Unable to launch onto any device from using the Launch On button in the editor
UE-4924 - CrashReportClient locks up on Mac
UE-4944 - Packaged Win32 Shootergame crashes in OpenGL
UE-4949 - Linux binaries in 4.6 branch/ are compiled with wrong settings
UE-5032 - Blueprint search bar doesn’t have focus in Mac
UE-5108 - StrategyGame fails to launch on or package
UE-5119 - P.I.E error with the BP_Security_Screen_Button Blueprint in BlueprintOffice
UE-5228 - ShooterGame character goes into T-pose during reload
UE-5310 - Content projects fail to launch on XboxOne
UE-5346 - Crash opening editor on Linux machine assertion failed
UE-5351 - Callstacks are no longer printing out due to EngineCrashHandler usage
Really excited for the emissive lighting–does that work like how it did in UE3 or is it a better method? Specifically, in UE3 it looks like it would analyze the surface and then place invisible lights to match the emissive level of the texture. It didn’t give all that great of results.
[=Midnight640;179352]
“New Blueprint Menu System” more info PLS
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The right click context menu in the blueprint editor has been redone, looks the same, but it should be much better now at giving you more reliable contextually sensitive results. The old version tended to miss a lot of things.
humaniod Rig, what mean ?
a sort of puppetting tools like sourcefilmmaker ? i would love that
we are supposed to wait that epic publish an new article on the blog, I just hope that it’s for today
Nice… i hope its also fix the error while UE4 Editor Idle few hours automatic crash. And no more Blueprint script major change … Good work UE4 Team and member.
We are still working on the release notes for 4.6, and I honestly don’t have much additional information for the Landscape Split right now. I’ll post back when I get some additional notes.
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Really excited for the emissive lighting–does that work like how it did in UE3 or is it a better method? Specifically, in UE3 it looks like it would analyze the surface and then place invisible lights to match the emissive level of the texture. It didn’t give all that great of results.
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[=;179497]
Is that the VXGI technology from nVidia?
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No, allows you to use emissive textures as lighting–like if you’ve got a computer screen you can have it emit light and shadows into the level. is only for static lighting though. It’s important for oddly shaped light sources.
Before, emissive textures can just glow and not actually emit light into the level.