[=SaviorNT;368785]
I’m enthusiastic that at least VS2015 and DX12 are experimental and can be enabled…
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DX12 off 4.9 Preview 4, I’m wondering how 4.9.0 will look, but FWIW check out some DX12 stuff below. Of course, optimisation, added DX12 features, etc, would be good to know how we can actually directly text DX12 stuff besides just using -D3D12 flag:
(Mods please do change from embedded video to links if that fits this thread better)
(First video by CryZenX, other three from me, posted for sake of learning more about DX12 in Unreal 4.9.X)
Is this going to be prioritized to next hotfixes ? I think it is pretty vital that navlinks actually work in engine, which hasn’t been case with smartlinks since 4.8.
Keep up good work guys! Thanks for alot of cool stuff with this update!
[=Gigantoad;368695]
So it seems IsHeadMountedDisplayEnabled node doesn’t seem to care whether it actually is enabled or not. Even when not playing in VR it still thinks it’s enabled. Could be because of Oculus SDK 0.7 I have installed? Hadn’t noticed anything out of ordinary in 4.8 though.
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That plugin wizard is simply awesome. What a time saver. I would suggest to take this to next level, by providing say more samples, like mini plugin projects with their full source, to show different things you can do with plugins. Think of it like sample games we have, which shows different genres and different approaches to game development with UE4.
[= ;368369]
Which new features are you referring to? I’m happy to try to point you in right direction if you can give me some specifics of what you are looking for.
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Thanks for reply.
My gripe is with 4.6 examples that now dont work with 4.7, 4.8, and now 4.9. wiki has tags for source that works with 4.6 but each release after has been ignored.
For example… as simple actor example that plays a sound when shot. This is a very simple example, but highlights issue that seems to have been ignored by epic on each release. Documentation for C++ appears to be lacking, which is pushing programmers back to using Unity. examples provided by community tend not to be updated for each release and shouldn’t be relied upon as examples of how to use engine.
Thats not to say im bashing Epic. engine is fantastic. Just an on going frustration.
My gripe is with 4.6 examples that now dont work with 4.7, 4.8, and now 4.9. wiki has tags for source that works with 4.6 but each release after has been ignored.
For example… as simple actor example that plays a sound when shot. This is a very simple example, but highlights issue that seems to have been ignored by epic on each release. Documentation for C++ appears to be lacking, which is pushing programmers back to using Unity. examples provided by community tend not to be updated for each release and shouldn’t be relied upon as examples of how to use engine.
Thats not to say im bashing Epic. engine is fantastic. Just an on going frustration.
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You can see pages updated for 4.9 here:
We know programming documentation could be better and more extensive, but there are several tutorials and they should all be up to date and working with 4.9:
Is this going to be prioritized to next hotfixes ? I think it is pretty vital that navlinks actually work in engine, which hasn’t been case with smartlinks since 4.8.
Keep up good work guys! Thanks for alot of cool stuff with this update!
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I tested 4.9 Preview 4 and nav links are working again but I needed to move every nav link proxy to force nav link recreation.
Probably this is fix:
[]
Fixed bounds of “standalone” nav relevant components (without navigation parent), which caused them to be ignored during navmesh generation.
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[=Schala Zeal;368887]
It says to use VS 2015, I specify -2015 to command line. thing is, I don’t know what tool to use? I downloaded UE through launcher. There’s no right click option, no obvious way to configure project generation to use VS2015…
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Hi Schala Zeal,
VS 2015 support is still experimental and not fully implemented. For 4.9, it is only available when building Engine from source code. To be able to build Engine using VS 2015, you would need to run GenerateProjectFiles.bat file with -2015 parameter. simplest way to do this would be to make a shortcut for GenerateProjectFiles.bat file, edit properties of shortcut to add " -2015" at end of Target field (make sure to include a space before dash symbol). Double-clicking on shortcut will run batch file with -2015 parameter included.
You could also open a Windows Explorer window and navigate to root folder where you saved Engine source code. Hold Shift key and right-click in an empty area of folder, and select “Open command window here” option. When window opens, type in “GenerateProjectFiles.bat -2015” and press Enter.
Modulated shadow via stationaryLight VS Dynamic shadow via movableLight,which is cheaper on mobile and by how much?
EDIT:After I build lighting and package for to iphone6 plus, modulated shadow on looks dirty with low resolution and my movable actors looks flickering even if I increase landscape lighting resolution,also,I have found that, fps has been cut down due to this modulated shadow… dynamic shadow with movable light have a much higher fps…So strange…
And now I cannot PIE in ES2(feature level),if I play in editor and press exit or escape key, editor crashes immediately…
I’m having difficulties with convertin 4.8 project to 4.9. I opened it as copy in 4.9, but it hangs at 98%, engine stops responding according to Task Manager and it’s like that for 5-10mins before I do ctrl-alt-del. It’s really simple project, small landscape with trees and BP for walking character. Any suggestions? Any way to debug/ logs?
[=nick_p;368635]
Hey koola, I asked BrianK about this and what you’re probably seeing is dithered quantization to remove banding when we switched temporal history buffer to 11:11:10 from FP16. It wasn’t intended to be noticeable. It’s on his list
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I hope someone takes a look at these motion artifacts as well as they’ve gotten really bad this version.
[=;369212]
Modulated shadow via stationaryLight VS Dynamic shadow via movableLight,which is cheaper on mobile and by how much?
EDIT:After I build lighting and package for to iphone6 plus, modulated shadow on looks dirty with low resolution and my movable actors looks flickering even if I increase landscape lighting resolution,also,I have found that, fps has been cut down due to this modulated shadow… dynamic shadow with movable light have a much higher fps…So strange…
And now I cannot PIE in ES2(feature level),if I play in editor and press exit or escape key, editor crashes immediately…
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Hi ,
Please post this to answerhub in bug reports section (link in signature). In your answerhub post, please include your callstack, crashlogs, repro steps, and whether this works in a clean project or if it is limited to a specific project.
[=]
built successfully editor on linux on a side to test it, tried a new fps demo project, no materials at all no skyboxes ? everything in grey scale ?
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Could you post on AnswerHub (https://answers.unrealengine.com/index.html) with any information you have about this bug as well as a screenshot of what you’re seeing? I created a new first person template project in 4.9 and it appeared same as on Windows.
4 or 5 people now have this problem just in this thread. I think bug fixes need to be #1 priority before pushing this stuff out. I can’t make a complete vr game when every release I have to deal with issues like this over and over again. Can’t use old versions because we are forced to keep updating for continual vr support…