Unreal Engine 4.7 Preview

Unless a major in new release is required for a prototype project. Then its a headache one has to accept. :stuck_out_tongue:

[=;219610]
you can’t stop me! mwahahahhahaa!!
[/]

mwahhaha me neither !!

hope that it will be more stable than previous one, maybe I will be able to suppress my obsession to constantly push save button…

It is only me who is observing better performance of Oculus from 4.7?

Keep it comin’ guys! Great work so far!

[=;219629]
Unless a major in new release is required for a prototype project. Then its a headache one has to accept. :stuck_out_tongue:
[/]

It depends on how “major” of a we are talking, but often developers choose to stay on a stable release but “cherry-pick” code from a future version of UE4. Because you guys have of code, you can mash-up your own release however you want. We can even help you locate relevant commits in some cases.

I’m getting a crash loading a level (That has sub-levels). When I can I’ll attempt to replicate.

Edit: Couldn’t replicate; Turns out it was something in my code (Not quite sure what) that made 4.7 (06) crash. Re-copying 4.6 project fixed it.

I’ll keep my eye out and see what actually happened ( log doesn’t show anything out of ordinary, Just stops at different times everytime).

EDIT EDIT: I have had something super-random happen and I’m sure is going to make a few of engine coders scratch their heads:

As we know 4.7 (05) didn’t have sound. When I started using 4.7 (06) I was still not getting sound. “Weird, I thought it was fixed?” - On a whim, I checked my audio mixer (Windows Tech Preview) and project was auto-muted in mixer.

Weeeirrrdddd.

wasn’t case in 4.7 (05), audio just wasn’t working. If I didn’t check mixer, I would have assumed that audio just wasn’t working. I didn’t know Unreal Engine even could alter user’s audio settings of computer.

umg

[]
U̶E̶-̶8̶0̶4̶7̶ ̶C̶r̶a̶s̶h̶i̶n̶g̶ ̶o̶n̶ ̶l̶e̶v̶e̶l̶ ̶o̶p̶e̶n̶,̶ ̶o̶p̶e̶n̶i̶n̶g̶ ̶l̶e̶v̶e̶l̶ ̶b̶l̶u̶e̶p̶r̶i̶n̶t̶,̶ ̶s̶a̶v̶i̶n̶g̶ ̶l̶e̶v̶e̶l̶
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Now after opening or reopening level through Open Level not an error?

[=Kenomica;218640]
Eek. Subscribed today to get a hands on with 4.7 preview 5 (and because 4.7 is due month) - I opened my 4.6.1 project as a copy in 4.7p5 and, well - it never did actually open. engine just crashes instantly with no error message or log during splash screen loading.

happens every I try opening project in 4.7.

Aside from that, I made a new project to test out 4.7 in general and I have to say - I really like new UI and icons. As a single screen user, I feel I have so much more space.
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Exact same thing with Preview 6

Report Here

Thx for adding tags to git tree.

Beware, it seems that VR mode is broken in Preview 6.

://i.imgur/ahCX55Q.jpg

4.7.6 is using Forward Rendering or Deferred Rendering? or a bit of both?

Hi ,

Thanks to community feedback, we have updated GitHub to include tags for Preview releases which match to changelist of binary Preview releases from Launcher.

For example: https://github/EpicGames/UnrealEngine/tree/4.7.0-preview-6 (you must be signed in to GitHub to view)

Details here: https://.unrealengine/showthread.php?58706-Preview-release-tags-available-on-GitHub

Cheers!

[=Majority;219714]
4.7.6 is using Forward Rendering or Deferred Rendering? or a bit of both?
[/]

4.7.6 uses Deferred Rendering. Our rendering team looked long and hard and quality and performance benefits of two methods and chose based on providing best rendering quality with greatest amount of performance, so UE4 was built to use Deferred Rendering since its inception. We are still looking at ways to add some forward rendering elements specifically for translucency improvements into engine but those are still in early prototype phases.

Yes 7nhy is right VR is broken in preview 6
Created a new 3rdPerson project, then VR preview - and left eye was darker and some rendering was missing in left eye
I’m on AMD R9 200, Intel Core i7-4820K, Windows 8.1

Thanks,
I think Cryengine is using both, with a modified version of Forward Rendering, that explains amazing looking foliage achieved on cryengine compared to UE4
I think Unity is also using Forward and Deferred Rendering.
I really hope that UE4 brings more support on foliage rendering and vast terrains, that is only reasons holding me on cryengine.

Regards

[= ;219733]
Hi ,

Thanks to community feedback, we have updated GitHub to include tags for Preview releases which match to changelist of binary Preview releases from Launcher.

For example: https://github/EpicGames/UnrealEngine/tree/4.7.0-preview-6 (you must be signed in to GitHub to view)

Details here: https://.unrealengine/showthread.php?58706-Preview-release-tags-available-on-GitHub

Cheers!
[/]

Nice! Thanks guys!

[=Majority;219751]
Thanks,
I think Cryengine is using both, with a modified version of Forward Rendering, that explains amazing looking foliage achieved on cryengine compared to UE4
I think Unity is also using Forward and Deferred Rendering.
I really hope that UE4 brings more support on foliage rendering and vast terrains, that is only reasons holding me on cryengine.

Regards
[/]

They have mentioned there will be a Material-based forward rendering solution for translucent surfaces added in a future release. latest version from branch on GitHub has SSR for translucent surfaces implemented, which I have tested with some pretty good results already. It is likely still an early work in progress, but it looks like it is being worked on. :slight_smile:

[=;219758]
They have mentioned there will be a Material-based forward rendering solution for translucent surfaces added in a future release. latest version from branch on GitHub has SSR for translucent surfaces implemented, which I have tested with some pretty good results already. It is likely still an early work in progress, but it looks like it is being worked on. :slight_smile:
[/]

I’ve downloaded 4.7 preview 6 and I have tried to make a foliage test material and its looking good compared to previous versions of UE4, it’s not looking like plastic anymore :slight_smile:
but it needs improvement to be at same level as Cryengine is…

how to have self-shadowing on a bush/tree?
can someone share a blueprint setup for foliage blueprint example?

Regards.

[=Majority;219777]
how to have self-shadowing on a bush/tree?
can someone share a blueprint setup for foliage blueprint example?
[/]

would be better as a separate topic, perhaps in Rendering forum: https://.unrealengine/forumdisplay.php?33-Rendering

Cheers

Ok thanks,

By way, i have encounter an with 4.7.6, shadows are not working properly on movable objects, shadows disappears and sometimes it shows only a black square on movable objects
also is not working on “Cast Inset Shadow”
is already known?

Regards

Can confirm, Preview 6 VR Preview is broken. See Health Warning, but everything is black. When I press space to get rid of Health Warning, right eye goes completely dark.

Barf.