[=;290455]
Might be a really stupid question, but any plans or any news if Hairworks is going to be integrated into engine officially? Just wondering if it’s going into 4.8 or 4.9? That’d be great to know
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I wonder if you guys are in contact with AMD then, since their hair tech “TressFX” is platform agnostic. It is therefore viable for a proper integration right?
temperature slider being inverted is an issue which I bugged a few days ago. For your reference, number is: UE-15108. This has not been resolved yet. If you have any further questions, please let us know!
Have a wonderful day!
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But is there any to get any info about Updated Cinematic tool, replacement for matinee, that was talked about a year ago in unreal engine twitch stream, i see that its allready somedocs.unrealengine/latest/INT/API/Editor/Sequencer/index.html source code explanations, in docs about it.
[=The_Distiller;290524]
…heir hair tech “TressFX” is platform agnostic. It is therefore viable for a proper integration right?
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Viable sure, but cross platform is for just being considered; but we don’t integrate everything just because it’s possible, we don’t have enough programmers to do all things. Whether or not we take it on is a complex weighted heuristic of: immediate difficulty, long term maintenance cost, available engine programmer resources, internal need, external need, and a wildcard value for someone working on it for their Epic Friday/Hobby project.
[=LighFusion;290556]
But is there any to get any info about Updated Cinematic tool, replacement for matinee, that was talked about a year ago in unreal engine twitch stream, i see that its already somedocs.unrealengine/latest/INT/API/Editor/Sequencer/index.html source code explanations, in docs about it.
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Work on it has started because it was necessary for UMG; expect to start seeing work begin on it for cinematics soon. I would estimate probably 6-9 Months before you see something usable in editor for production- work for cinematics. (Disclaimer: Consider all timelines WAGs)
[=;290560]
Viable sure, but cross platform is for just being considered; but we don’t integrate everything just because it’s possible, we don’t have enough programmers to do all things. Whether or not we take it on is a complex weighted heuristic of: immediate difficulty, long term maintenance cost, available engine programmer resources, internal need, external need, and a wildcard value for someone working on it for their Epic Friday/Hobby project.
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[=;290566]
Work on it has started because it was necessary for UMG; expect to start seeing work begin on it for cinematics soon. I would estimate probably 6-9 Months before you see something usable in editor for production- work for cinematics. (Disclaimer: Consider all timelines WAGs)
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wow 6-9 months =D, seems i’ve have to study that matinee - its so unfriendly,so pitty, they’v said something like 6-9 month till release - 1 year ago =D on that twitch stream =), but even preview version wouldnt be availble since that time ?
It appears problem is caused because CalcSceneView does not get passed info on StereoPass (when called from PlayerController DeprojectScreenPositionToWorld), so it deprojects as if HMD wasn’t connected. Now, I haven’t tested this yet, but my hunch is that properly passing which eye’s view to deproject based on would fix issue.
My question is then what best way to fix this is? Would exposing a parameter for which eye to use to DeprojectScreenPositionToWorld be acceptable? If so I wouldn’t mind testing it and providing a pull request. Otherwise, I’d be happy to submit a PR after some suggestions on proper way to fix.
[=;288461]
4.8 preview 1 breaks my project’s loading screen. subproject isn’t built (not even mentioned in build log), and compiler complains at link time that .lib file of loading screen wasn’t found.
My cs files are pretty much copied from 4.7’s ShooterGame, and it’s been working for months now so I’m not sure what happened.
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Hey ,
Would you mind creating a new post for this issue so we can track it in case other users are having a similar problem? Have you moved any of files/assets that your loading screen is using into a different folder location?
Would you mind creating a new post for this issue so we can track it in case other users are having a similar problem? Have you moved any of files/assets that your loading screen is using into a different folder location?
I’m going to provide a test project to reproduce issue. Mostly, I was wondering if something changed in build system that would require new syntax in build file.
Basically, it worked in 4.7.6, it doesn’t in 4.8.0 P1, nothing changed and it’s pretty much same setup as ShooterGame.
[=;290625]
It might be tied to cinematic tool but is there any to get a proper curve editor for UMG animations? current key-only mode makes it quite useless…
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