Unreal Engine Preview

I am wondering if this can be used in the following scenario: procedurally place grass (with landscape material nodes and Landscape Grass type) on a landscape with baked lightning (stationary directional light + static skylight), and then use it to shadow the grass (at the moment, grass does not receive shadows).

This new checkbox allows the landscapes lighting samples to be used more accurately for the placed grass. Think of this like the same way it would be for any Movable object being lit by the indirect lighting samples in a statically lit environment. There is no shadow casting happening with this.

Since you’re using a Stationary light you can still have shadow casting by setting the Stationary Dynamic Lighting Distance and the indirect lighting cache will provide the samples needed to the grass while still shadow casting. By default the Stationary Directional light does not have any value set for it’s dynamic shadow distance.

Not sure if this is off topic but does anyone have a good pre/post example of planar reflection in UE ? I’m kind of curious what all the hype is about.

Here is one I posted on Twitter a couple of weeks back with comparison in the Reflections Subway example that is available on the Learn tab in the Epic Games Launcher. Check it out here.

This example was the default settings for the planar reflections as well.


Fixed! UE-30085 Loading Screens Play Before PreLoadMap Finishes

Ah excellent, I wondered why that had stoped working. Thanks for the source control fix too!

Great to see is ongoing.

I hope distance field shadows will work on consoles.

I know it is not supported in DX11, but it is in DX12. In the release notes you also say that you plan to move everything to DX12 on Xbox One, so I guess the async compute stuff is already implemented in DX12 on Xbox One, so I wondered why it is not supported using DX12 on PC?

It’s been wanted by many for a long time now, however the attempts others have made is very much insufficient… :slight_smile: There is significant amounts of re-writing involved in getting it to work with physics in particular.

Unless they’re just busy then perhaps devs not saying means it’s up in the air :wink:

Audio localisation uses our package localisation to create per-culture dialogue wave assets (by copying the source dialogue wave asset). It will then create and link culture specific sound waves into the culture specific dialogue waves so that you hear the correct audio (or the audio from the source asset if there is no culture specific audio to play).

Is this going to work for other assets too? For instance if you have to change a texture for a certain localization. Is there going to be a way of querying the AssetRegistryModule for those localized assets?

OMG Excite!

Seeing as the VR editor is slate (?)
Does VR editor mean slate widgets in 3d space?

Yeah, it should work for all assets (except Blueprint like types). It actually exists in 4.11 (but has some issues that were resolved for ), and also adds better Content Browser support for creating and managing localised assets. You don’t need to do anything yourself to load the localised version of the asset either - the package loading will automatically redirect to the localised version for the current culture (if present).

Looks awesome!

Which devices are supported exactly? Is GearVR supported and all it’s devices supported? It ran on my S7 and GearVR but how do I know it’s actually the Vulkan renderer being used? What advantages does Vulkan give mobile/GearVR devs in terms of performance?

Vulkan is still early, but it works on S7 (Exynos and Snapdragon) and S7 Edge. Vulkan is meant to be an Android-N , and is available for Nexus 5X and 6P in N Preview 2, but consider this untested right now. GearVR will need SDK updates since it currently only uses OpenGL.

Am I the only one who experiences a non-working “Manual Focus Distance” picker in Sequencer’s cine camera? If you click a picker and click anywhere in a scene, nothing happens. It picks only in “Tracking” mode, not in manual. And in “Tracking” mode even after successful picking, it’s all unfocused. Manual Focus picker should be fixed.

PS.

It seems like rotation keying of a Cine Camera is also broken. Example: let’s say I face an object, doesn’t matter if I possess a camera or not. I create transform keyframes and then in 100 frames move a camera away slightly turning it towards the object. Create keyframes again. When I play it camera doesn’t just turn slightly as needed, it makes a full 360 degrees turn for some reason. And its curve of Z axis goes from positive values to negative. It looks like it only happens to Z axis. So every time you create a transform keyframe for Cine Camera you need to manually fix the broken rotation Z curve. Even if you don’t rotate a camera at all, just move it, it still makes a complete 360 degrees turn between keyframes.

Also, strangely, I just found that thread mentioning the same for Matinee cameras. I never encountered it in Matinee though, but these guys describe exactly what happens to Cine Camera of Sequencer in my case.
Matinee camera rotation messed up !? - Cinematics & Media - Epic Developer Community Forums!

The only way to fix it is to change the first keyframe of Z rotation axis to a negative opposite value. Then all other values will also be negative and everything will be in order.

Also, is there any way to change particle’s parameter? I add parameter to a particle, add a particle track, choose parameter but the list of parameters available is just empty, even though I created one in Cascade editor.

Thanks for the info !

Another question - is this fixed in or on the ? and if not could we get some attention to it?: ue release 4.11.1, material masked, s7 edge + gear vr,crashed. - Rendering - Epic Developer Community Forums

I believe I’ve narrowed it down to Snapdragon only S7 Edge (maybe pure S7 as well) devices. It’s no problem on my Exynos S7 Edge device however I’ve a released product in the store that has it’s sales being hurt by this crash :frowning:

It is reported by other UE4 GearVR games as well - see the last release notes for the title: Annie Amber. Unfortunately I require to use Masked material for some 3D widgets else they don’t look any good - very annoying that it works on all other GearVR devices so it is very difficult to reproduce.

I’ve replied in the AnswerHub; let’s move the discussion there.

Hello,

support make it to previews by any ?

The long awaited blueprint ==> c++ tool. FINALLY.