Can grass in a landscape grass type not automatically have a random scale between like 0.7 and 1.3? Thought this would be possible… Is there any reason why not? Random rotation is possible, so every instance of the grass has a full transform anyways I guess?
Could someone tell me what line to add to defaultengine.ini to enable “Accurate velocities from Vertex Deformation”? I’m unable to activate this from the project settings menu in the editor without it then hanging on the next startup. I’d like to figure out whether this is due to a problem with source control (having the ini checked out) or if it’s actually a problem with that setting being active.
Congrats to epic on this release!
[=;309244]
I have notices that some nodes seem to get auto disconnected from updating from 4.7 to 4.8.
So in 4.8 it looks like this:
http://puu.sh/iljEx/40479907cf.png
And in my project in 4.7 the self reference was connected to the add node.
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Well, it’s actually even worse: The self reference gets disconnected every time I restart the Editor! I don’t even want to think about how many add nodes are destroyed in my project, if this one has the problem then probably all the others also have
[= Ellis;309195]
Hey
When we published the Release Notes, we accidentally forgot to include a few of our awesome 4.8 GitHub contributors (and we also included a few who hadn’t contributed to 4.8). The list should be correct now, and I’d like to apologize for the delay to the following people who had been excluded:
3dluvr
Artem V. Navrotskiy ()
Cengiz Terzibas (yaakuro)
Mahashin (dmahashin)
Rous (JeffRous)
Jefferson Pinheiro ()
Kazumasa Ohashi (KazumasaOhashi)
Lucas Dohring (nykac)
Kamradt (MarcKamradt)
()
(EverNewJoy)
Salamanderrake
Sebastian Köcke (byte3)
Rombauts ()
Whittle (stephenwhittle)
Mayer (tommybear)
Tobias Mollstam (mollstam)
zombiesnu
Thank you so much for your contributions! (and to all the other contributors as well!)
Cheers
[/]
I knew I contributed to 4.8! I thought I was taking crazy pills!
Thanks!
Does anybody is having trouble to open the paper2d level from the content example project like me? I have no problem with 4.7.
sorry for a bit offtopic question, but I wonder: if I download and build 4.8 and a 4.8.1 gets released do I need to download andf build the whole thing again or it will be a simple patch applying?
Guys, does anyone know if the issue of Map disappearing from project has been fixed in 4.8?
Nice news. Thx you so much
[=mzprox;309531]
sorry for a bit offtopic question, but I wonder: if I download and build 4.8 and a 4.8.1 gets released do I need to download andf build the whole thing again or it will be a simple patch applying?
[/]
Via github sources? You can patch up your version to the next point release and build whats changed. Most of the times that builds almost anything again anyhow, a change in a common header results to recompilation of lots of code.
Hi all!
I think i found a bug with UMG.
Normally in 4.7, if i create a widget with this structure:
Root
ScaleBox
TextBlock
I get, a TextBlock that fits perfectly the whole widget, but now in 4.8 i get this instead:
See ya!
Thanks for new release, my project was converted without a problem! Hope to find more Mobile stuff in next release!
Sorry to be “bumping” this but does anyone have a clue about his error?
Error 1 error code: OtherCompilationError (5) C:\Users\-Andre\Google Drive\Hangar 74\UE4\BengalTiger\Intermediate\ProjectFiles\Error BengalTiger
Error 2 error MSB3075: The command ""C:\Program Files\Epic Games\4.8\Engine\Build\BatchFiles\Rebuild.bat" BengalTigerEditor Win64 Development
"C:\Users\-Andre\Google Drive\Hangar 74\UE4\BengalTiger\BengalTiger.uproject" -rocket" exited with code 5. Please verify that you have sufficient rights to run this command. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 BengalTiger
If I start a new C++ project, I don’t get these errors. So there seems to be something not upgrading properly when changing engine version.
What am I missing?
thanks.
[=;309442]
Well, it’s actually even worse: The self reference gets disconnected every time I restart the Editor! I don’t even want to think about how many add nodes are destroyed in my project, if this one has the problem then probably all the others also have
[/]
Hi,
This is a known issue as UE-16972. The bug was entered ~10 minutes ago so it hasn’t had a to be looked at yet but it is in. Good catch!
[=creasso;309288]
About the Landscape grass system (not Foliage).
Amazing!!! BUT I would like to keep the CastShadows property from the instances to interact with my DirectLight DynamicCascadeShadow.
If I keep the Elements CastShadows property ON I get that LightingBuildWarnings with objects “entering” the list of objects that I still need to build.
My directlight has no StaticShadow set… Is there a way from use the Grass without get light rebuild errors?
Thank you.
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Did you disable static shadow casting on the Landscape Grass Type asset?
I am following the Quick Start Grass Tool Tutorial from the documentation and part where I want to assign Landscape layers to Target Layers doesn’t work. After trying to assign the landscape layers to the particular target layers, it still showing none.
Is there something m missing, I followed step by step from the doc.
Thanks,
The grass is nice, but how can I disable shadows on them? Having a lot of grass which all cast dynamic shadows is really expensive… And I would like to have self shadowing enabled, only casting shadows on other objects like the landscape should be disabled.
In the beginning of this thread there were concerns from a few users about the fact that the Procedural Foliage Generator is currently included as “Experimental”, I reached out to the engineers behind it and they had these notes to share:
-
The development of the feature falls into a zone between “experimental” and “finished”
-
It shouldn’t break if you use it, and it should be backwards compatible with future iterations.
-
It still has some usability issues that would cause it to not meet expectations of a “finished” feature.
-
For instance, there is nothing in the foliage UI to distinguish between manually and procedurally placed foliage
-
There may still be some crashes that can occur during a simulation
Cheers
well… everything seems to be dropping into place, now all i have to wait for is the FCC and windows 10…
GREAT GOING GUYS!!!.. see you soon
I have no idea how I lived before CTRL+Tab functionality!
Best feature ever! <3
With 4.8 my CPU is much more active??? In 4.7.6. I never heard my CPU fan unless when building light or compiling shaders. Now with 4.8 I hear my CPU fan all the time when UE4 editor has focus. Is this me, or are any others experiencing the same?