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    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.

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

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

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          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

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

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              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


                              Originally posted by zeOrb View Post
                              Hello Stephen!

                              Please, check post I linked. It's not about Tonemapper film, it's about other ones
                              Our support team will look into it and follow-up on the Answerhub. Thanks
                              Stephen Ellis | Enterprise Program Coordinator

                              Comment


                                Originally posted by Stephen Ellis View Post
                                Our support team will look into it and follow-up on the Answerhub. Thanks
                                Thanks, really appreciate that!
                                SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
                                Level design and prototyping for newbies

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