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  • replied
    Again...nice work!

    Thanks Epic

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  • replied
    Originally posted by Stephen Ellis View Post
    [*]Build Updates:[LIST][*]The codebase has been converted to a "include what you use" model, where every header includes other headers it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Existing game code can continue to include those files as before, but we measure the engine compiling 25-50% faster!
    Very nice! Always improving. UE4 rocks! =D

    About the Build compiling 25-50% faster, I'm no programmer, but recently I've been concerning about the compile times. Does that mean in general the engine is able to compile 25-50% faster, or just in specific situations? Because if it is the engine overall, this is HUUUUGE, isn't it? =D

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  • replied
    BtC is ready yay

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  • replied
    Woohoo!! New and shiny things to play with and distract from things i need to be doing ^_^

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  • replied
    Originally posted by Alexander Paschall View Post
    Haha oh wow, did you make that? Really cool
    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.

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  • replied
    Have you guys yet fixed the issue with UMG buttons, which causes them to not "unhover" after performing a drag & drop operation? Quick example:

    Inventory with 2 buttons (A and B) -> drag an item from A to B and drop it there. Button A remains on "hovered" state.

    Leave a comment:


  • replied
    Originally posted by motorsep View Post
    So, no ARM64 for Android ?
    That's already in and has been for a while now (I'm not sure what version off the top of my head), but it's in the project settings.

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  • replied
    Originally posted by John Alcatraz View Post


    Haha oh wow, did you make that? Really cool

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  • replied
    Originally posted by Stephen Ellis View Post
    VR Updates:
    • (Experimental) Monoscopic Far Field Rendering for mobile VR is available for testing. With content that has many distant objects, this can benefit performance. To enable, select the checkbox under Project Settings -> Rendering -> VR. We don’t currently support both mobile multi-view and monoscopic far field simultaneously and mobile HDR needs to be disabled.
    This sounds great, but why limit it to mobile VR? PC VR could benefit from this too.

    - Dave

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  • replied
    Will try this asap, very excited as usual

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  • replied
    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?

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  • replied
    Great stuff! Epic never fail to deliver fantastic updates.

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  • replied
    Oh, that's some awesome news, can't wait to give it a try !!

    Last edited by MaximeDupart; 01-18-2017, 03:24 AM.

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  • replied
    Originally posted by Stephen Ellis View Post
    Reroute nodes have been added to the Material Editor.


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  • replied
    Have they updated their Oculus SDK support to version 1.10.1 yet? I'm going nuts waiting for proper Oculus Avatar support in a launcher version of the engine..

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