Well, I do not want to be a bean counter, but that makes me feel like a frog in water that’s slowly getter hotter and hotter especially when looking at the past of UE4 versioning
Like movable skylight’s that suddenly act up in 4.11 ( post by maximum-dev)…
Havent done everything in yet, but so far loving the Sequencer. For an After lover and old time cut scene designer, its what I have always wanted to have around!
I am having a bit of hard time with the camera settings though. Its somehow very confusing to know when the settings have been saved and when not. Not sure if I am doing something wrong or is it bugging. 50% of the times I go to the main sequencer from the individual shot, the camera settings reset, and 50% of the time they dont… Tried keying even if I dont want to have animations and everything.
Also, I wonder if it would be possible to have a 2.35 CinemaScope as a one of the default prefixed film settings? And perhaps a wide 2.5 as well, as that is the default max of UE4 cameras, thus having that could be convenient.
Now I might be asking too much and for something thats not doable, but any chances of having a post processing track on the main sequencer timeline, which could allow you to control post processing settings of the whole scene without applying those manually shot by shot? For example setting vingette intensity, grain, saturation, gamma, etc. for the whole scenes look could would be suberbly time saving this way.
I have custom code that renders a mesh based off:
“Engine/Plugins/Runtime/CustomMeshComponent/Source/CustomMeshComponent/Classes/CustomMeshComponent.h”
In 4.11 I can apply normal maps just fine and things look correct.
In the preview, the normal maps are no longer rendered properly. ( the mesh is rendered without normal maps even though a normal map has been applied to it)
What am I missing here? Is there anything I need to do to make it work with normal maps again.
Are the normals getting passed through correctly in preview?
On the board, it says that addressed issues with normals on morph targets. https://.com/c/CWjeubrr
However, I’m testing with Preview 3 and I’m still seeing normal issues on morphtargets. I’ve tried importing the mesh normals every different way, but haven’t seen a change when the morph is applied. When applying the morph in Maya, I’m not seeing the issues.
This was a bug that I accidentally introduced. The next preview build will have this fixed. You should not have to do any work to your CustomMeshComponent in the next preview.
We have just released Preview 4 for ! Please view the Known Issues List on page 1 of this thread for the updated list of known issues.
Thank you for your continued help in testing the build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.
We are planning to have another Preview after this, before the final release.
Cheers!
Important Known
For deployment to additional platforms such as Android, iOS, HTML5, Linux, and TVOS you must have the optional “Editor symbols for debugging” installed. This is available via the Launcher by selecting “Options” on the .0 Engine slot. This is a transitional phase to new functionality, and the workflow will be improved in upcoming releases.
Fixed in Preview 4 - CL 2978217
Fixed! UE-30690 Behavior tree serialization is creating duplicates of task services on every save Fixed! UE-30693 Server logging regressed Fixed! UE-30763 Make details panel favorites experimental Fixed! UE-30417 SetWorldOrigin in console command crashes editor Fixed! UE-30515 Debris particles constantly firing in ending sequence of Infiltrator Demo Fixed! UE-30606 Crash adding Begin Play to Character blueprint after breaking links Fixed! UE-30663 Crash transforming cloth bone unweighted at current LOD in persona Fixed! UE-30157 If variables are connected to pins of Layered blend per bone, the all variables’ value are recognized as the last pin’s value. Fixed! UE-30588 Curves loaded from DDC do not always work on additive animations Fixed! UE-30563 Memory leak in active sound on world teardown due to async traces Fixed! UE-30539 Preferred audio device settings not overriding default audio device settings Fixed! UE-30142 Landscape3 in ContentExamples Landscape crashes when using erosion tool Fixed! UE-30429 Odd collision in VehicleGame track results in Buggy driving above the landscape Fixed! UE-30462 Landscape grass placement changed Fixed! UE-30372 Unusual Rendering on SunTemple with iPhone6+ Metal Fixed! UE-30739 [CrashReport] UE4Editor-OpenGLDrv.dylib!FPlatformOpenGLContext::VerifyCurrentContext() Fixed! UE-30775 Fix checkin error for InputDevice version checking Fixed! UE-30767 Add protection against calling unsupported InputDevice methods on devices with Android version before KitKat Fixed! UE-30579 StrategyGame fails to launch on Firefox Fixed! UE-30553 Multiple Launches required to get Project running on Firefox Fixed! UE-30699 Correct SupportsVulkan check for Vulkan shader format Fixed! UE-30034 Xbox One: Level assets are not rendering for several samples Fixed! UE-29328 Linux SCW crash Assertion `!“Illegal formal parameter mode”’ failed. Fixed! UE-30069 On one Retina MacBook Pro using re-opening UE4Editor after previously quitting it will cause a GPU hang on Nvidia requiring a force-reboot of the Mac Fixed! UE-28411 Linux crash report folders are not placed in the Saved directory Fixed! UE-30509 Crash running project examples in Standalone game on Mac Fixed! UE-30498 Bad shadow flickering in Flying template Fixed! UE-30469 tvOS Code fails to package if a space exists in directory name Fixed! UE-30536 Large values of “Reflection Capture Resolution” cause extreme Graphical artifacting and degredation with no Warning to the User Fixed! UE-30620 ContentExamples: Material_Properties level: Example 1.10 not enabled Fixed! UE-30732 Crash opening QA-Sequencer - UE4Editor_Engine!FStaticMeshVertexBuffer::Init() Fixed! UE-29556 Normal maps do not render on BSPs Fixed! UE-30389 GPU Driver crash when setting reflection capture resolution to unreasonably high values Fixed! UE-30341 [CrashReport] UE4Editor_Engine!FReflectionTextureCubeResource::InitRHI() [reflectioncapturecomponent.cpp:703] Fixed! UE-30286 Player loses all input when unplugging the controller while in ShooterGame Fixed! UE-30671 Opening Level Blueprint Produces Error (Third Person Blueprint Project) Fixed! UE-30567 Misspelling in Parallax Occlusion Mapping level of Content Examples Fixed! UE-30446 Paper2D map is missing from Windows Content Examples in Binary Fixed! UE-30287 Launch on iOS from windows fails for Match3 project obtained through launcher Fixed! UE-30740 [CrashReport] UE4Editor_Sequencer!FSequencerTrackNode::GetDisplayName() [sequencertracknode.cpp:264] Fixed! UE-30688 Crash adding a second animation to UMG on Mac Fixed! UE-30656 Camera is not set to the characters camera when sequence is over Fixed! UE-30680 tracks (camera cuts, fade, play rate, etc) should appear before folder nodes Fixed! UE-30654 Packaged sequence does not autoplay Fixed! UE-30666 Crash undoing UMG widget added to an animation Fixed! UE-30529 Scroll bar does not have fixed width in Sequencer Fixed! UE-30577 Multiple Transform track on Camera created from Add Sequence Fixed! UE-30676 Crash using assign actor in sequencer on Mac Fixed! UE-30490 [CrashReport] UE4Editor_SteamVR!FSteamVRHMD::D3D11Bridge::UpdateViewport()
REMEMBER: Please report any new bugs you find to the UE4 Answerhub