[= ;286370]
I believe we’re still Oculus Runtime - 0.4.4
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I’m probably mistaken, but I thought 4.8 was going to have a native integration of Oculus audio SDK? Is that coming in 4.9 or maybe already in Github repo?
[= ;286370]
I believe we’re still Oculus Runtime - 0.4.4
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I’m probably mistaken, but I thought 4.8 was going to have a native integration of Oculus audio SDK? Is that coming in 4.9 or maybe already in Github repo?
[=;287105]
I’m probably mistaken, but I thought 4.8 was going to have a native integration of Oculus audio SDK? Is that coming in 4.9 or maybe already in Github repo?
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It is in latest 4.8 branch, so probably in 4.8p2 any day now!
Two really strange physics bugs in 4.8P1: https://answers.unrealengine/questions/224568/48p1-physics-bugs.html
[=;287133]
It is in latest 4.8 branch, so probably in 4.8p2 any day now!
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Awesome, thanks
I created a thread with info on Distance Field GI + Heightfield GI in 4.8 here
https://forums.unrealengine/showthread.php?69307--state-of-Distance-Field-GI-in-4-8
[=;287087]
What was issue / workaround?
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For Zvelocity = 0
Well one issue I find is that players Z velocity is considered zero while walking up a ramp - so when walking with enough speed up a ramp, jumping will not separate you off ground. i.e. walking up a ramp at 1000u/s…your Z velocity component should be say 300u/s. You jump with an impulse of 300u/s while walking up ramp but go nowhere because it is not “separating” off of your current Z velocity. That 300u/s Z impulse is being “consumed” just by walking forward up ramp. My workaround was to add my own impulse using my calculated Z velocity when walking up an incline to jump impulse.
other case was a character sliding (i.e. with friction zero) over hills or inclines would “stick” to ground in unrealistic fashion rather than catching air because no momentum in Z velocity direction was being considered. My workaround was to add an impulse of my own calculated Z velocity momentum when cresting a slope.
[=Pheesh;287189]
For Zvelocity = 0
Well one issue I find is that players Z velocity is considered zero while walking up a ramp - so when walking with enough speed up a ramp, jumping will not separate you off ground. i.e. walking up a ramp at 1000u/s…your Z velocity component should be say 300u/s. You jump with an impulse of 300u/s while walking up ramp but go nowhere because it is not “separating” off of your current Z velocity. That 300u/s Z impulse is being “consumed” just by walking forward up ramp. My workaround was to add my own impulse using my calculated Z velocity when walking up an incline to jump impulse.
other case was a character sliding (i.e. with friction zero) over hills or inclines would “stick” to ground in unrealistic fashion rather than catching air because no momentum in Z velocity direction was being considered. My workaround was to add an impulse of my own calculated Z velocity momentum when cresting a slope.
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Thanks for info this was affecting my project too I just didn’t notice it until.now.
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Web Browser UI Widgets for Unreal Motion Graphics (desktop platforms only)
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Tried 4.8, there is NO web Browser UI Widget yet?? pls help://answers.unrealengine/questions/185041/expose-swebbrowser-to-umg.html
It’s not yet in preview. They have talked about it in stream.
I cannot see Unreal Editor appeared on screen after clicking on ‘Launch’ button from Epic Launcer. I can see application ‘UnrealEditor.exe’ in TaskManager application list - probably window position is off? However, UnrealEditor for 4.7.6 (latest) is fine.
Looks nice, but there is nothing about:
[=TDoro;287340]
Looks nice, but there is nothing about:
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As per 's response earlier in this thread:
[=;287173]
I created a thread with info on Distance Field GI + Heightfield GI in 4.8 here
https://forums.unrealengine/showthread.php?69307--state-of-Distance-Field-GI-in-4-8
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[= ;287296]
It’s not yet in preview. They have talked about it in stream.
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Worse: they couldnt find it anymore
Compiled 4.8 on Ubuntu but to bad there’s still no launcher.
Does anybody know if this got some attention in 4.8? It’s been a problem since release last year. I know UV’s on Material Billboards have been fixed to be back to normal, but Dynamic Material Instance issue still persists.
Note, this post does contain a workaround for C++ users. For Blueprint users however, they still can’t do this.
https://answers.unrealengine/questions/154274/how-to-use-dynamic-material-instance-on-billboard.html
BUG: 4.8 preview my collisions no longer work for a spline mesh component.
I have a spline that has a (tube) mesh component (complex as simple, double sided geometry) with various spheres inside tube, they spheres collide with each other but not tube. On 4.7.6 they all collide as they should but upgrading that project to 4.8 and they stop colliding with walls.
This could be related to changes you have made for convex collisions however i am using complex as simple which does not require a collision mesh.
Please email me for my project to test.
[= ;286370]
I believe we’re still Oculus Runtime - 0.4.4
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Bummer. Oculus SDK 0.5 is out since March (!) 26th… Are you really sure about that? Was hoping for refinded camera system ( current one is very akward), way better VR performance thanks to late-latching and so on…?
What about to support SPINE?? Cocos and Unity have this implemented now, I think a lot of people wants to use it in UE for sure :D!!
Was not included property of font in combobox umg?
Hey
Still haven’t seen any update that includes a fix for emissives in split screen, had this bug since January in my team and has been submitted as a know bug, and you’ve been working on it for a while, but would be great to see it in game as are game looks amazing in engine but just OK in game. Any hope that it will be in 4.8 this time ?
Thanks