Unreal Engine Preview

Hi All,

The Loading Screen is still NOT fixed in Preview 3, even though it’s been marked as fixed in Preview 1. The following setup no longer works: Loading_Screen

Edit: Scratch that, it seems you have to do packaged builds now to get it working!

I can confirm however, that the mouse escaping the viewport in PIE has been fixed. And this is my second with preview 3 so far:

Yaay I can confirm this fix, I can now package my project :smiley: Thanks!

Can we add UE-30267 to the list of known issues please? Hopefully will be fixed for .

This is what I need it for…

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.
I’ve 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 i’ve 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 ‘twitch’ training thingy on april 12 for sequencer… imho

Edit: lol… d*** those time portals…

i really must get some sleep (smile)…

Seems it’s 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 can’t say if thats better or worse than not available at all :wink:

I am heading for a clean install of UE preview 3 alone. Hope it works.:slight_smile:

Let me know if it works!

I’m a little curious to know when the BUG UE-30063 be fixed.It’s so important to me!Thanks!

Still looking forward for UE-29083 … :slight_smile:

Any of the Volumetric Light/Fog being in the build? :smiley:

Hi

This problem was there since 4.11 but still not in the known bugs list of too.

It’s tagged for July, and I’m quite sure that means added to branch in July, so I would not even be sure if it’s 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 “surface per pixel” lighting mode along with setting the “r.ForwardRendering 1” 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 “surface per pixel” mode is experimental and probably falls into the “use at your own risk” 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 :slight_smile:

I have to agree with - 4.11 is EXTREMELY stable for me. It’s a far cry from where it’s been although there are still some weird issues here and there, but that’s to be expected.