WHAT
With the 4.19 Preview now available for download on the launcher, it’s time to chat with our team to find out what incredible features and fixes will be coming in the next engine release. Director of Engine Development Nick Penwarden and Lead Programmer James Golding join the livestream to give an insider’s look at the new Live Link plugin, our unified AR workflow, Sequencer improvements, VR development, and more!
WHEN
Thursday, February 1st @ 2:00PM ET - Countdown
Id like to know when Vulkan will finish development (several reports of things not working) and Blueprints Nativization overhaul since not all use cases it is working. Both features for me are key to improve performance for any game out there. There are other features but these two now is getting me more attention since Im going to use.
Would like to know more about AR functionality, whether it’s somewhat final implementation followed only by Apple/Google updates to their SDKs or is there anything planned to expaned the AR functionalities engine wise.
How are the shadow filtering improvements coming along? Percentage closer shadow mapping that is. Or is the feature in limbo seeing that last commit relating to it on github is from august.
Please I am begging, can we hear about a replacement for the APEX plugin? Since 4.18 APEX is 100% broken depreciation / plugin move. At this point I am going to have to go back to 4.17 unless 4.19 has fixes for it.
Will the new material layering support use real dynamic branches on the gpu? From what I understood from this thread, normal material layering done through the node graph always results in wasted texture bandwidth even when a texture makes zero contribution: