I might be blind, but I can’t seem to find UMG Web Browser from pallete. Can anyone direct me to it?
[=;286439]
There may be a bug in UE 4.8 Preview. My driving game uses three Scene Capture 2D actors as rear-view mirrors (left side, center, right side). “mirrors” work fine in UE 4.7. One of mirrors shows view from interior camera in UE 4.8. Since playing a game within UE4 Editor seize control of mouse, I can’t take screenshots using Windows Snipping Tool. How do I take screenshots? Do I need third-party program? How do I fix mirror problem?
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Hey ,
In order for use to assist you with this issue correctly, would you mind creating a new Post for this issue? Any pictures or visual aids you can provide about your issue when creating post will really help us understand what could be happening. You can always press Shift+F1 while playing in editor to get control over your mouse in order to navigate around your desktop and use external applications. Please let us know if you have further questions or need more help.
Thank you,
[=btengelh;286301]
Are shipping builds known to be broken?
I have tried both migrated and newly created projects (new 3rd person example). I’ve built shipping builds for win32 and win64. they seem to build fine, but when I try to run them, they lock up on one cpu core and do not load anything.
I’m building on win7 64bit. I moved build to my win 8.1 64bit computer and there is same.
//edit: for record, both 32bit and 64bit development builds work fine…
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Hey Btengelh,
Thank you for noticing this issue with shipping builds. I have been able to reproduce this in-house and have submitted a report to our developers.
Cheers!
[=;286744]
I got some questions:
A. Thedocs.unrealengine/latest/INT/Engine/Rendering/LightingAndShadows/RayTracedDistanceFieldShadowing/index.html Traced Distance Field Soft Shadows work now with landscape ?
B. There is GI baked by lightmass, GI using LPV, GI by Nvidia, GI for Distance Fields ?? or last and LPV is same option ??
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A) No, -traced distance field shadows only support static meshes (including foliage in 4.8). For Kite we added option to render certain objects in shadow maps at much greater distances and we used that for distant Landscape shadows. We’ll probably iterate on how that works as setup is kinda awkward.
B) Nope, they are all different. Lightmass GI is static but very high quality. LPV is fully dynamic and fairly fast but has leaking artifacts and limited bounce distance due to nature of algorithm. Distance Field GI / Surfel GI is super experimental and something we’re working on now. It is also fully dynamic and has a limited bounce distance but less leaking because it is a surface based approach. We think we can make it fast (enough), but that’s an R&D effort
Don´t get it… :-/ . So is dynamic DFGI working in this build or not?
[=Demolition Man;286797]
Are you saying that we can now LOD a texture? How do you do that?
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You can set texture size in editor. Search for “size” when you opened texture in-editor. You can also do so for entire groups by specifying it in SystemSettings of engine INI (that lingers somewhere in docs)
[=;286358]
On directional light source actor, temperature slider appears to be inverted.
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Hey -
Can you be more specific to how you think it should be working, ? Internally it is functioning as intended ~1000K toward Spectrum to ~12000K toward /Violet Spectrum and it slides from left to right.
Thank You
Hello ,
[=;286491]
Pretty large issue I’ve discovered in 4.8
Updating my new project, all instances where I’ve casted to UMG widgets tell me there is no variable name by what I cast so I should recompile widgets.
When I go and compile widgets however, Unreal Engine freezes.
EDIT: above doesn’t seem to be whole issue. It seems that compiling one by one back and forth between UMG widgets and objects using them resolved it without a freeze.
Not exactly sure what that means though? You can’t compile to UMG widgets one after another?
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I was reading over your post and I was able to reproduce this issue on our end. I have written up a report (UE-15155 ) and I have submitted it to developers for further consideration. Thank you for your time and information.
Make it a great day
[= ;286186]
I get this at project startup:
://puu.sh/hDLxr/477f6d8e3a.png
mentioned instanced static mesh components are not doing anything with physics…
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Hey ,
Have you made an for this so we can track and try to reproduce on our end?
Please post here once you have with link and I’ll take a look and see what we can figure out.
Also any helpful information with how you’ve setup these assets and any similarities on their use would be helpful to know.
Thanks!
new character mesh isn’t set inside Capsule properly in third person project. His feet clip through floor, and head is nowhere near top of capsule.
Oh and, this has been bugging me since whenever I noticed it/ Seriously once you see it, it’s awful.
https://answers.unrealengine/questions/224329/48-character-running-animation-snaps-not-smooth.html
[=;286371]
://oi57.tinypic/65tit2.jpg
Dynamic GI + Open World Support. Awesome <3
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Smack a few puzzles in there, reminds me of Talos Principle
Downloading Preview right now, can’t wait to check out new features.
Added my UMG issue here : https://answers.unrealengine/questions/224179/umg-navigation-scroll-list-issue.html
[=TheAgent;286896]
Added my UMG issue here : https://answers.unrealengine/questions/224179/umg-navigation-scroll-list-issue.html
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This concerns me as well, thank you for posting it.
[= Triplett;286859]
Hello ,
I was reading over your post and I was able to reproduce this issue on our end. I have written up a report (UE-15155 ) and I have submitted it to developers for further consideration. Thank you for your time and information.
Make it a great day
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Thank you very much for your response, looking forward to next preview build, goodluck with it all :)!
Hi All,
I just wanted to pass on an observation on 4.8 version of editor. When I copied my project over to 4.8, It took over an hour to compile shaders for project. Perhaps it would be a good idea to include a “status bar” for compiling shaders on editor loading screen rather than just sitting there at 94% complete for an hour with no info on what’s actually happening with editor.
[=nick_p;286816]
A) No, -traced distance field shadows only support static meshes (including foliage in 4.8). For Kite we added option to render certain objects in shadow maps at much greater distances and we used that for distant Landscape shadows. We’ll probably iterate on how that works as setup is kinda awkward.
B) Nope, they are all different. Lightmass GI is static but very high quality. LPV is fully dynamic and fairly fast but has leaking artifacts and limited bounce distance due to nature of algorithm. Distance Field GI / Surfel GI is super experimental and something we’re working on now. It is also fully dynamic and has a limited bounce distance but less leaking because it is a surface based approach. We think we can make it fast (enough), but that’s an R&D effort
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Hey thanks you for clarification ^^
Well now with 4.8 i can manage bigger distances with “Cascaded Shadow Maps” and solve my old problems with shadows from mountains/landscape, but in future will be Distance Field features on Landscape (Shadows/AO)?
[=Roggie;286798]
I might be blind, but I can’t seem to find UMG Web Browser from pallete. Can anyone direct me to it?
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Yep it is not there.
There is a question on answer hub about it too.
https://answers.unrealengine/questions/224089/48-p1-where-is–ui-brower-widget-for-umg.html
[=DEDRICK;286245]
Thank you for removing Velocity.Z = 0.f in StartFalling();
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Cool- where did you see this? Does that negate need for fix/workaround I had shared with you?
[=;286855]
Hey -
Can you be more specific to how you think it should be working, ? Internally it is functioning as intended ~1000K toward Spectrum to ~12000K toward /Violet Spectrum and it slides from left to right.
Thank You
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Oh, in that case slider is okay. I was just confused as temperature slider in post processing settings slides opposite way ( on left, on right).
What was issue / workaround?