[=mborromeo;364286]
Anybody with strange error while pressing “Compile” from Editor?
Just trying to compile a very basic c++ class which was perfectly working on 4.8, but doesn’t on 4.9 due to this strange error:
UE4.9 compiled from source (commit f5e5090 - tag 4.9.0-preview-4) on OSX 10.10.4 / XCode 6.4 + custom patch (removed “-fno-rtti” from MacToolChain.cs).
Maybe that “???” in the path is preventing the linker to find the object file? How can i get rid of those question marks?
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Nevermind, sounds like the issue has been fixed after the 4.9.0-preview-4 tag.
Cherry-picking commit a0e5767badb5ebb3d285633b1f45cc24ffebd8cc did the trick.
Edit the"BaseEngine.ini",and compile"Development" “Win64” and “Development” “Android”.
I have lot of error.
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After applying the fix for ES3.1, building “Development Editor” “Win64” and “Development” “Android” works fine in 4.9 for me after changing bBuildForES31 to true in “BaseEngine.ini” [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] section. Creating an AnswerHub may be more productive to tracking down the problem at this point.
Any of you guys know something about the static light reflection bug? (static light shows up in baked reflections with a big white star and min roughness don’t work)
I’ve lost track in the thread, is there any hope of trace interactions with UMG or more functional gamepad support in UMG? I feel like it wasn’t mentioned again.
[=Ashkandi;365269]
Any of you guys know something about the static light reflection bug? (static light shows up in baked reflections with a big white star and min roughness don’t work)
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This one is not a bug. There is a ticket in for this to be improved, and static lighting appearing in reflections is a fairly new feature, so there are some improvements to be made.
you can reduce the star pattern by increasing the source radius of the static light.
[= Hobson;366392]
This one is not a bug. There is a ticket in for this to be improved, and static lighting appearing in reflections is a fairly new feature, so there are some improvements to be made.
you can reduce the star pattern by increasing the source radius of the static light.
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Yeah i can make that star bigger with this, but since i have a lot of static lights around to improve the final look of the map i have a lot of reflections too that should not show up. Min roughness is broken too i guess so i can’t use that either.
[=Ashkandi;366447]
Yeah i can make that star bigger with this, but since i have a lot of static lights around to improve the final look of the map i have a lot of reflections too that should not show up. Min roughness is broken too i guess so i can’t use that either.
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The ticket that is in, UE-19818, is for the min roughness not working. Right now it’s a something that is not considered when using static lights with the new Static Lights visible in Reflection Captures.
I’ve added your interest to the ticket, but it is backlogged at the moment.
[=;364527]
I know about the issues regarding MSAA and deferred rendering, but how can they add it on mobile then? Do they not use deferred rendering on mobile?
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Nope, we use forward shading on mobile. Current tiled mobile GPUs are pretty bad at deferred shading because rendering to MRTs shrinks the tile size increasing the number of tiles you need to render and the GPUs tend to have limited bandwidth so DMAing the g-buffer back to main memory for shading is very expensive. We have some ideas on how we might be able to do efficient deferred shading on some of the higher end mobile devices but we probably won’t explore that just yet. Instead we’ll focus on improving our forward shading renderer for mobile.
RE: MSAA, yeah MSAA + deferred is very expensive whereas temporal AA solves the problem much more elegantly in addition to solving shader + specular aliasing. Temporal AA is not without its faults but overall it’s a great tradeoff IMO.
I download today 4.9p4 for using the editor with Dx12 & w10
Added -D3D12 and when start the graphic controller crash and engine stop working (No response, minimize in windows bar)
without -D3D12 start ok.
With the latest AMD VR Driver
AMD Catalyst™ Display Driver version 15.20.1062.1005
[=knack;366777]
I download today 4.9p4 for using the editor with Dx12 & w10
Added -D3D12 and when start crash the graphic controller (crash) and engine stop working (No response, minimeze in windows bar)
without -D3D12 start ok.
With the latest AMD VR Driver
AMD Catalyst™ Display Driver version 15.20.1062.1005
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I dont think the runtime or the plugin supports dx12 yet.
[=knack;366777]
I download today 4.9p4 for using the editor with Dx12 & w10
Added -D3D12 and when start crash the graphic controller (crash) and engine stop working (No response, minimeze in windows bar)
without -D3D12 start ok.
With the latest AMD VR Driver
AMD Catalyst™ Display Driver version 15.20.1062.1005
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Actually I have that problem too, I don’t use the VR driver however since I have no Oculus Rift or anything.
I’m using a Radeon R9 280X with driver version 15.20.1062.1003-150728a1-187451C on Windows 10 Pro x64.
Any update on the issue regarding SplineComponents not being editable when inherited and built via function calls within the construction script? This is a project killer for me.