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  • replied
    Originally posted by Matt View Post
    Content hot reloading allows you to reload your already existing Unreal assets that may have changed on disk while the editor is open. With this feature you do not need to restart the editor to reload your content from disk. The most common use case for this is syncing new content from source control. Previously you had to restart the editor for your content to update.

    Auto-Reimport detects changes to import format files such as FBX for meshes, or png for textures, and update the asset from source.
    OH MY F**KING GOODNESS............whatttttttttttttttttt.................... Seriously?! We can now Get Latest from Perforce without closing Editor?!!?!??!?!!??!?! Too bad this is Preview 1...

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  • replied
    Awesome guys, I got up and started dancing when I read 25-50% faster compiling times!

    Keep up the great work!

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  • replied
    Any reason why navigated classes have weird classnames?



    Seems to be crashing the game on startup with it enabled too.

    Logs don't really give me anything either.
    Last edited by HiIAmMoot; 01-18-2017, 08:09 PM.

    Leave a comment:


  • replied
    This is shaping up to be my kind of release!!!

    Stuff That Affects Me

    FIXED/BETTER STUFF for 4.15preview1

    Maps & sets!!!
    Compilation speedups!!!
    Stable blueprint nativization!!!
    Experimental content hot reloading!!!
    Other fixes!!!
    No huge new features!!!

    UNCHANGED ISSUES for 4.15preview1

    UE-39294 - Menus don't update on Mac
    UEDOC-4307 - Android Quickstart - Incorrect about Java Versions

    NEW ISSUES for 4.15preview1

    unassigned - Crash - 4.15.0preview1 during "Open a copy" of a project on Mac

    CAN'T TEST ISSUES -- because the engine is too crashy to open my 4.14 project. I'll try them again when preview2 comes out.

    UE-37428 - Certain BP class properties keep losing value
    UE-39464 - GetPlatform node returns "IOS" on tvOS
    UE-39501 - tvOS package for distribution fails to find valid certificate and valid provision
    UE-40545 - Uploading tvOS project: ERROR ITMS-90513 & ITMS-90471
    unassigned - tvOS "Missing Image Asset"
    unassigned - Valid Development Provision and Certificate ignored for tvOS
    unassigned - What is waking up my physics?

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  • replied
    Is this wiki page on how to link library still relevant for 4.14 and 4.15 ?
    https://wiki.unrealengine.com/Linkin...e_Build_System

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  • replied
    Oh man....Nativization of blueprints finally appears to be working flawlessly with code plugins, all of my blueprints using plugin interfaces nativized without issue when testing packaging.

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  • replied
    Originally posted by Matt View Post
    Content hot reloading allows you to reload your already existing Unreal assets that may have changed on disk while the editor is open. With this feature you do not need to restart the editor to reload your content from disk. The most common use case for this is syncing new content from source control. Previously you had to restart the editor for your content to update.
    This feature is most welcome, I'll have to test it with the Git plugin.

    - Sync ("Pull") the current branch to get server changes
    - Revert a Blueprint
    - Merge a Blueprint
    - Revert any other kind of assets (Material, Mesh, Map...)

    Leave a comment:


  • replied
    Hi,
    judging from UE 4.15 github branch seems also not mentioned is new "HDR monitor/TV support on Nvidia via NVAPI on Windows"..
    previously avaiable from https://developer.nvidia.com/hdr-ue4
    so it's working in first preview?
    thanks..

    Leave a comment:


  • replied
    Originally posted by m.orzelek View Post
    Great update!

    I've got a question: What's the difference between "(Experimental) Content Hot-Reloading" and "Auto Reimport" (Editor Preferences -> General -> Loading & Saving)?

    Thanks
    Content hot reloading allows you to reload your already existing Unreal assets that may have changed on disk while the editor is open. With this feature you do not need to restart the editor to reload your content from disk. The most common use case for this is syncing new content from source control. Previously you had to restart the editor for your content to update.

    Auto-Reimport detects changes to import format files such as FBX for meshes, or png for textures, and update the asset from source.

    Leave a comment:


  • replied
    Uuh oh blur is amazing!
    Huuuuuuuuuge thanks for that feature!

    Leave a comment:


  • replied
    Great update!

    I've got a question: What's the difference between "(Experimental) Content Hot-Reloading" and "Auto Reimport" (Editor Preferences -> General -> Loading & Saving)?

    Thanks

    Leave a comment:


  • replied
    4.15 is still using the old unreleasable googlevr (daydream) plugin
    https://answers.unrealengine.com/que...-outdated.html

    Google requirements now require some features that are only in the newer versions of their plugin:
    publishing requirements: https://developers.google.com/vr/dis...am/app-quality
    changelog: https://developers.google.com/vr/unreal/release-notes now up to version 1.10!

    Does that mean daydream devs are stuck on 4.13 and the official UE4 builds stay without publishable daydream support? Or can we please get it in 4.15?!?

    Leave a comment:


  • replied
    Originally posted by Zireael07 View Post
    What does the vehicle code moving into plugin mean for a existing mixed (cpp+blueprints) project centered on vehicles? How much work should I brace myself for when 4.15 gets stable?
    Hopefully it should be a pretty easy transition. The plugin is enabled by default, but if you are using vehicle classes in C++ you will need to add a dependency to the PhysXVehicle module to your Build.cs file, so the build system knows about it. The only thing that might need manual work is converting from TireType to TireConfig assets. Here are my draft notes on the topic:

    Note: a manual step is required if you want to migrate old ‘TireType’ assets (deprecated in Engine) to the new ‘TireConfig’ assets (defined in the new PhysXVehicles plugin). There is a new console command available in the UE4 Editor that will do this for you - simply summon the console and enter ‘ConvertTireTypes’. This will create new TireConfig assets, copy over properties, and assign them to any VehicleWheel Blueprints. The old TireType assets can then be removed.

    In the old system the PhysicalMaterial had a list of TireTypes and their friction scale. Now the TireConfig has a list of PhysicalMaterials with friction scale for each. This is because Engine (which contains the PhysicalMaterial class) cannot depend on classes in the PhysXVehicles plugin.

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  • replied
    Originally posted by John Alcatraz View Post
    Yeah I made that, thanks! I just thought, why just say what I wanna say (that its awesome) if I could also say it without words, just using that exact feature.
    LOL John

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  • replied
    Originally posted by Matt View Post
    It's there, it just didn't make it into the release notes for this preview build (which is my fault). Look for the background blur widget in umg.
    Idk why the forums doesn't have a dancing Smiley face

    Thanks for the heads up, once the download is done, I'll give it a try, I was so interested when I saw it during the live stream. It really saves a HUGE work around that I was counting on for a while.

    -m

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