Unreal Engine 4.9 Preview

so when will compiling of projects with dx12 be avaible?? BTW I ALREADY KNOW WE CAN RUN DX12 WITHIN THE EDITOR BUT WHEN WILL WE BE ABLE TO COMPILE OUR PROJECTS WITH DX12 AND PLAY OUR GAMES WITH DX12

[=;350385]
so when will compiling of projects with dx12 be avaible?? BTW I ALREADY KNOW WE CAN RUN DX12 WITHIN THE EDITOR BUT WHEN WILL WE BE ABLE TO COMPILE OUR PROJECTS WITH DX12 AND PLAY OUR GAMES WITH DX12
[/]

Please, stop yelling :slight_smile: It hurts my ears :rolleyes:

If you don’t know, writing with caps generally means yelling/shouting in forums.

Hello, a couple of months ago, I compiled version 4.9 from . And there was a check box for android in packaging settings to compress apk (or compress pak).

Where do I find it now and enable?

i know what it means haha, i was yelling because i asked a few times with no responce thats all :slight_smile:

[=ObiKenobi;350497]
Hello, a couple of months ago, I compiled version 4.9 from . And there was a check box for android in packaging settings to compress apk (or compress pak).

Where do I find it now and enable?
[/]

Still in your project settings just be sure to expand all the options.

[=straight shota;349999]
Well ue4.9 be Daz3d friendly?
[/]

Hi Straight shota -

is correct we do support DAZ , we are still looking into some Skin / Bone Weight Issues when importing those assets directly from the DAZ FBX exporter. I have bumped the community interest for this bug report, but it will not be corrected by 4.9 release. If you do experience the skin weight issue (spiked polygons on import), the best solution currently is to import into or Maya and resave the FBX which will clear up any problems in import.

Thank You

cool maan. keep going. I wait for NVIDIA apply its GameWorks as plugin in UE4.

[=;350656]
Still in your project settings just be sure to expand all the options.
[/]

In version only ?

[=;350539]
i know what it means haha, i was yelling because i asked a few times with no responce thats all :slight_smile:
[/]

Last I heard Microsoft was working on the DirectX 12 support (given there isn’t a public DirectX 12 SDK available yet) in a private branch. You can request access to that branch and the experimental SDK via

Just a quick heads up, I was tinkering around with some UMG stuff in 4.9p2 and created a simple score widget that had

Horizontal Box
–Text: “Score”
–Spacer
–Text: “99,999” bound to a function that returned the score

Normal stuff… So what would happen is, whatever the score started at - that text would stay even when the score was updated (the updates would overlap the starting score) making it hard to read.
I went back to 4.7.6 and it worked fine, upgraded to 4.8.3 and it worked fine…

I don’t have a project handy (I deleted it and just stuck with 4.7.6), but I could re-make it if you guys can’t reproduce it.

What up everyone! Do any of you know when Epic plans on making it easier for importing Apex character clothing assets? Like basically fully integrating Nvidia Apex Clothing Tool or even an Unreal Engine exclusive character cloth editor perhaps? Either way the character clothing tool should be a part of Unreal Engine and not force us to use an external software. If use ask me bros this could’ve/should’ve been done a long time ago. Well anyway in the meantime I’m still trying to figure out the Apex Clothing Tool with my DAZ characters and bros I don’t think I can take much more of the freaking Nvidia Apex software! lol

[=AdeptStrain;350957]
Last I heard Microsoft was working on the DirectX 12 support (given there isn’t a public DirectX 12 SDK available yet) in a private branch. You can request access to that branch and the experimental SDK via
[/]

The DX12 SDK is available. It was released with Windows 10, on July 29th. You can look at example usages on Microsoft’s page, along with some other quite interesting packages, such as the Objective C iOS to the Windows Universal App Platform.

Speaking of the Windows Universal App Platform, does anyone know of anyone working on porting the Engine to Windows 10 mobile devices? Would we be able to use the HTML5 support to do make one, or will it be more work than that.

i just want to know when package option will include dx12 so we can play our projects already compiled with dx12 and not in the editor.

Hey, any plans on adding usb joystick support? or any way to add usb joystick support? I have a custom non-playstation/xbox usb joystick that I cant get to work in ue4. Considering it works in MK9 and DMC which were both made in UE, is there any work-around for it?

[=AdeptStrain;350957]
Last I heard Microsoft was working on the DirectX 12 support (given there isn’t a public DirectX 12 SDK available yet) in a private branch. You can request access to that branch and the experimental SDK via
[/]
All you need is Visual 2015 Community with Windows 10 SDK. It includes Dx12 by default. There are free publicly available samples too. All of this stuff was available through the dev.windows for quite awhile, but now it’s been out officially since rtm.

OR you can just use 4.9 with -D3D12 which is quite nice. Still haven’t figured out how to enable multi engine/adapter in UE4 though, i know how to develop a standalone dx12 app that takes advantage of multi engines and multi adapters, but i dont see any telling me in ue4 its running on more than one node in ue4. for example when the log does spit out something related to d3d12, even though there are 3 adapters, it only chooses one of them and its always adapter 0. Is this just default messaging, and its actually got 3 nodes ? can i target a specific node / engine?

is there any push notification feature for Android/iOS ?

http://www.upsara.com/images/gll7_untitled-1.jpg

**
Why is it when I compiled directly**

@SaxonRah and @BillDStrong, Neat. I wasn’t aware it was public yet. I’ll have to check it out.

Right now, starting the engine with -D3D12 yields a much lower framerate on my project, bumping the rendering time from 8ms to 13ms. Not sure if that’s expected at this stage.

[=SaxonRah;351239]
All you need is Visual 2015 Community with Windows 10 SDK. It includes Dx12 by default. There are free publicly available samples too. All of this stuff was available through the dev.windows for quite awhile, but now it’s been out officially since rtm.

OR you can just use 4.9 with -D3D12 which is quite nice. Still haven’t figured out how to enable multi engine/adapter in UE4 though, i know how to develop a standalone dx12 app that takes advantage of multi engines and multi adapters, but i dont see any telling me in ue4 its running on more than one node in ue4. for example when the log does spit out something related to d3d12, even though there are 3 adapters, it only chooses one of them and its always adapter 0. Is this just default messaging, and its actually got 3 nodes ? can i target a specific node / engine?
[/]

And 4.9 brings the needed headers and libs for DX12 in UE4 with its sources, to use with VS 2013 (at Engine\Source\ThirdParty\Windows\DirectX), among the other versions.