Announcement

Collapse
No announcement yet.

Unreal Engine 4.15 Preview

Collapse
This topic is closed.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Android splash screen is not working on my project with SDK/NDK android-19, portrait. But it works on another project with GoogleVR, set to SDK android-24, NDK android-19.
    Bug report and more details: https://answers.unrealengine.com/que...n-android.html

    Edit: There's no bug! Sorry, guys! On the debug log I found it was disabling the launch image because Advanced APKPackaging>GoogleVR deployment mode was set to Daydream & Cardboard. I set it back to Cardboard and it's working now. It changed by itself on the project update to 4.15.
    Last edited by RVillani; 02-03-2017, 04:31 PM.
    Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
    Unreal products: Dynamic Picture Frames, Neo Kinect

    Comment


      How did you guys apply the 'include what you use' model? Automatized using for example https://include-what-you-use.org/ ? I can imagine due to the reflection system in UE4 its hard for tools to understand the code base

      Comment


        Originally posted by cageman View Post
        How did you guys apply the 'include what you use' model? Automatized using for example https://include-what-you-use.org/ ? I can imagine due to the reflection system in UE4 its hard for tools to understand the code base
        It was a pull request. If you're intrested I can find the thread.

        Comment


          Originally posted by Themanwithideas View Post
          It was a pull request. If you're intrested I can find the thread.
          That would be great

          Comment


            Originally posted by cageman View Post
            That would be great
            Here you go! https://forums.unrealengine.com/show...hp?129610-Iwyu

            Comment


              Physics problems added in the 4.14 keep there just awesome

              https://answers.unrealengine.com/que...es-broken.html

              Now are even worst and this is not even the vehicles code... the only physics part here is the chasis is really sad UE4 can't handle 2 cubes colliding...
              Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
              Hevedy - Image Tools: https://hevedy.itch.io/imagetools

              Comment


                [MENTION=3251]Hevedy[/MENTION] What's the mass of your car and the cube it's hitting ?

                Comment


                  Can't join LAN Session in 4.15. Session is being created, but clients can't join it. Launching 2 PIE clients works (of course, because they are starting already connected to each other).
                  Might be my own mistake, I'll mess with it more tomorrow.

                  Comment


                    Originally posted by JoeWintergreen View Post
                    I just want to draw some more attention to this. A lot of us have been waiting on it since forever. Data tables are way less useful without it.
                    And even more attention, please. I have a huge Narrative AI project just waiting for data table improvements.

                    Comment


                      Originally posted by motorsep View Post
                      [MENTION=3251]Hevedy[/MENTION] What's the mass of your car and the cube it's hitting ?
                      Is not a vehicle of Epic, is a complete new vehicle only the chasis is physics cube, happen too at touch the ground not the cube, works before 4.14, in 4.13 worked, since the PhysX update all is broken...
                      You can check the link is the complete project.
                      Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
                      Hevedy - Image Tools: https://hevedy.itch.io/imagetools

                      Comment


                        Hey,

                        Any comment on Tonemapper changes?

                        https://answers.unrealengine.com/que...es-in-415.html
                        SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
                        Level design and prototyping for newbies

                        Comment


                          New Tonemapper just impossible get any blue, all is purple Really ?

                          And Epic mark it as "By Design", next version 4.16 just turn all black/white by design.
                          Last edited by Hevedy; 02-06-2017, 09:10 AM.
                          Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
                          Hevedy - Image Tools: https://hevedy.itch.io/imagetools

                          Comment


                            Originally posted by Hevedy View Post
                            New Tonemapper just impossible get any blue, all is purple Really ?
                            Yeah, do r.Tonemapper Film 0 and you are back to the old one with correct colors.
                            Easy to use UMG Mini Map on the UE4 Marketplace.
                            Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

                            Comment


                              Originally posted by zeOrb View Post
                              Hey,

                              Any comment on Tonemapper changes?

                              https://answers.unrealengine.com/que...es-in-415.html
                              Hi all.

                              Changes to the tonemapper in 4.15 are intentional, and provide a more physically accurate behavior. The old approach can still be achieved by setting r.TonemapperFilm 0, but this may not be supported in future versions.

                              Full details about the changes will be available in the full 4.15 Release Notes.
                              Stephen Ellis | Enterprise Program Coordinator

                              Comment


                                Originally posted by Stephen Ellis View Post
                                Hi all.

                                Changes to the tonemapper in 4.15 are intentional, and provide a more physically accurate behavior. The old approach can still be achieved by setting r.TonemapperFilm 0, but this may not be supported in future versions.

                                Full details about the changes will be available in the full 4.15 Release Notes.
                                Hello Stephen!

                                Please, check post I linked. It's not about Tonemapper film, it's about other ones
                                SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
                                Level design and prototyping for newbies

                                Comment

                                Working...
                                X