Yaay I can confirm this fix, I can now package my project
Thanks!
Can we add UE-30267 to the list of known issues please? Hopefully will be fixed for .
This is what I need it forâŚ
http://www.danielelliott.co.uk/2016/05/02/update-1-volumetric-scattering-in-unreal-engine-4-ideas/
[MENTION=4894] Hobson[/MENTION] [MENTION=9]Stephen Ellis[/MENTION]
How is Vulkan support in Windows 10 coming along? Afaikt, we still crash trying to get into the editor.
Iâve made a bug report here.
Same here, Struggling to find OSVR native support. Am I missing something here.
Quote Originally Posted by northstar View Post
from what iâve heard, end of april for full release (tentative)⌠i would wait for sequencer, that should give you some time to set up, and there is a âtwitchâ training thingy on april 12 for sequencer⌠imho
Edit: lol⌠d*** those time portalsâŚ
i really must get some sleep (smile)âŚ
Seems itâs not commited yet - https://github.com/EpicGames/UnrealEngine/pull/2097
OSVR plugin is now available in UE preview 3. But editor is crashing once the plugin is enabled.
⌠I canât say if thats better or worse than not available at all ![]()
I am heading for a clean install of UE preview 3 alone. Hope it works.![]()
Let me know if it works!
Iâm a little curious to know when the BUG UE-30063 be fixed.Itâs so important to me!Thanks!
Still looking forward for UE-29083 ⌠![]()
Any of the Volumetric Light/Fog being in the build? ![]()
Hi
This problem was there since 4.11 but still not in the known bugs list of too.
Itâs tagged for July, and Iâm quite sure that means added to branch in July, so I would not even be sure if itâs 4.13 or 4.14. Definitely not .
Is the 4.11 hotfix cycle finished yet? I am wondering why is already on its way when 4.11 is not even hotfixed.
It seems Epic is in the race mode again. Looks like 4.14 will be the official stable version. Like with 4.6 to 4.9: head over heels for features, then yay, 4.10 was announced full of pride and with sparkling eyes as the stable and bugfixed version.
Not so nice.
I have translucent materials using the âsurface per pixelâ lighting mode along with setting the âr.ForwardRendering 1â to achieve specular from punctual light sources. This was working as expected in 4.11.2 but is not working in .0 preview 3.
I realize that the âsurface per pixelâ mode is experimental and probably falls into the âuse at your own riskâ mode, but figured it would be worth mentioning as this could be a bug. The translucent materials certainly look quite a bit different without their specular highlights. I also saw mention of skylight reflections not rendering into translucent materials noted as a fix, so might be related?
Thanks in advance
4.11 is a very stable version I think, there were no new huge bugs introduced as far as I know. Not at all comparable to the old days of 4.6 to 4.8 where the engine crashed every 5 minutes ![]()
I have to agree with - 4.11 is EXTREMELY stable for me. Itâs a far cry from where itâs been although there are still some weird issues here and there, but thatâs to be expected.
.3 crash on startup on iOs. iOS crash on startup - Mobile - Epic Developer Community Forums