Version 4.8 of engine actually uses Oculus SDK 0.5.0, here are relevant git commits:
/EpicGames/UnrealEngine/commit/010b67402085fbef8a0e77c7e37834b7366421de
/EpicGames/UnrealEngine/commit/7e8d7ed115ff3c63701cda1fcd0f3d15eaa7263a
/EpicGames/UnrealEngine/commit/7b6221fc079ff291edc0c483da95373bd06ec63b
Will it be a tool that makes in possible to crate rivers in Unreal 4.8 ?
Does Landscape Grass Type not work with static meshes?
Seems to not…but it really should!
I have a scene, one static mesh for a terrain piece. grass does NOT work on it. However, if I create a simple Landscape object and apply same material, it works.
Bug or intended or am I just doing it wrong?
[= ;291104]
Hi ,
responded to a previous inquiry about Oculus SDK earlier in this thread:
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Thanks . I do see 0.5 in git repo so I’m sure 0.5 will be used for 4.8. But is there any way we can find out about late-latching being supported in 4.8, officially or un-officially?
For those interested, made a case for it here: .oculus/blog/optimizing-vr-graphics-with-late-latching/
Any updates in 4.8 on media player ?
As it was told it would support use of streaming sources.
I tried to make it work, somehow it does keep link in field and it deects movie lenght etc. but it does not play.
I am using blueprints for that, can you guys look at it and make it part of 4.8 verson as promised.
Thank you.
Hi there,
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Global Editor Settings. Your window layout (and many other settings) is now remembered across all projects
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Yeah thank , 1 year past i asked it and EU keyboard , will coming , will coming :o
[=;291309]
Thanks . I do see 0.5 in git repo so I’m sure 0.5 will be used for 4.8. But is there any way we can find out about late-latching being supported in 4.8, officially or un-officially?
For those interested, made a case for it here: .oculus/blog/optimizing-vr-graphics-with-late-latching/
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I doesn’t look like that is in this version. If you look at latest Oculus 4.7-0.6 branch (.com/Oculus-VR/UnrealEngine/commits/4.7-0.6 – commit mentioning queue-ahead support) there is a commit implying that, so my guess is that if Oculus is still doing it on their side official UE4 branch which has no mention of it yet will wait either for that one to stabilize or their own solution whenever it is ready. I was hoping it would be released soon as I thought it was already used for Smaug demo at GDC.
[=;291356]
I doesn’t look like that is in this version. If you look at latest Oculus 4.7-0.6 branch (.com/Oculus-VR/UnrealEngine/commits/4.7-0.6 – commit mentioning queue-ahead support) there is a commit implying that, so my guess is that if Oculus is still doing it on their side official UE4 branch which has no mention of it yet will wait either for that one to stabilize or their own solution whenever it is ready. I was hoping it would be released soon as I thought it was already used for Smaug demo at GDC.
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Thanks . I wasn’t particularly optimistic that they had a good implementation just yet, but wanted to inquire anyway.
Unreal 4.8 is installing and after 2 hours verification it is still installing. It is very disappointing experience
[=Tearl;291299]
Does Landscape Grass Type not work with static meshes?
Seems to not…but it really should!
I have a scene, one static mesh for a terrain piece. grass does NOT work on it. However, if I create a simple Landscape object and apply same material, it works.
Bug or intended or am I just doing it wrong?
[/]
This was covered on a twitch stream a little while back with 4.8 features. Right now this volume is only intended to work with Landscapes, but in future there will be ability to use this with static meshes as well.
what happened to “create blueprint based on this”? when creating a BP off another animation BP…
It looks like it was replaced with “create child blueprint class”.
However they don’t seem to do same think.
Tengo un problema en la 4.7.5 el “Widget Experimental” sale rotado en android…
Hi,
I was playing around with new circleDOF method, which looks much more intuitive in terms of its controls. However, I’m finding results to be very noisy - they are reduced by using TemporalAA, but I’m slightly confused as to why this method appears to be more based on sampling than old Gaussian/Bokeh ones? Is there any documentation on how this method works, and how to get best out of it?
thanks!
I updated to preview one and spent a day getting everything working with it. Everything was fine.
It updates with preview 2 yesterday, and has broke my project, Just hours before a huge meeting with one of our partners.
Our game is VR and we are using latest oculus run time. We have had no problems up to now with all version changes, but this preview 2 has me stumped!
One of nodes is now missing in preview 2 - “Get Base Rotation and position offset” It says function is not compiled?
This may be root cause of problem, or it may be something else.
Some advice would be really helpful at this point, or if we can get back to preview 1 where everything was fine.
This is urgent, so any help would be appreciated.
[=;291667]
I updated to preview one and spent a day getting everything working with it. Everything was fine.
It updates with preview 2 yesterday, and has broke my project, Just hours before a huge meeting with one of our partners.
Our game is VR and we are using latest oculus run time. We have had no problems up to now with all version changes, but this preview 2 has me stumped!
One of nodes is now missing in preview 2 - “Get Base Rotation and position offset” It says function is not compiled?
This may be root cause of problem, or it may be something else.
Some advice would be really helpful at this point, or if we can get back to preview 1 where everything was fine.
This is urgent, so any help would be appreciated.
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Please see this:
[= ;285918]
PREVIEW!
Please be aware that preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.
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Yes, I always take that into account. Updating to 4.8 first preview was days before, and all went fine with it. I did not expect preview 2 to break it. Since Preview 1 went a few more days work was done on version we planned to show. We have full project backed up, but my question is : Is there a way to get back to preview 1? Or what can we do about node “as mentioned” in preview 2 to get it up and running.
Thanks
I put a DM into FPS. And 4.8 immediately crashed. Guess you haven’t done much on DM. How about it ?
[=;291719]
I put a DM into FPS. And 4.8 immediately crashed. Guess you haven’t done much on DM. How about it ?
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I’ve tried to replicate this, but everything appears to work correctly on my end.
I did two test with FPS template in 4.8 P2.
- Set up a DM in scene that uses simulate physics and destroys on impact
- Set up Yellow Ball Projectile to interact and destroy DM when shot.
In both instances everything worked as intended. DM settings are all default with only thing being changed is option to “Enable Impact Damage.”
Can you make an post and upload Crash text file (Project Folder > Saved > ) along with including call stack from crash making sure to include your Machine ID so I can look up crash in our database?
Also include any steps to reproduce issue along with settings that were changed in DM that may be necessary to reproduce this.
Thanks!
[=;291682]
Yes, I always take that into account. Updating to 4.8 first preview was days before, and all went fine with it. I did not expect preview 2 to break it. Since Preview 1 went a few more days work was done on version we planned to show. We have full project backed up, but my question is : Is there a way to get back to preview 1? Or what can we do about node “as mentioned” in preview 2 to get it up and running.
Thanks
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All preview releases are tagged on GitHub (i.e. “4.8.0-preview-1”) if you don’t mind compiling from source.
[=CaptainScience;291785]
All preview releases are tagged on GitHub (i.e. “4.8.0-preview-1”) if you don’t mind compiling from source.
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Thanks I never knew that. That is useful to know.