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  • replied
    Originally posted by christopheraugustus View Post
    Uh, that might have been a temporary glitch. The Launcher did say 4.15.0 without the "Preview" indicator. But clicking to install it says 4.15.0 Preview 4, and now the drop-down says 4.15.0 Preview 4.
    There is a glitch with the Launcher that may cause it to occasionally drop the "Preview" text. We are looking into it.

    Cheers

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  • replied
    I too would like to know all steps how to make it exactly look like in the last version (4.14). Setting r.TonemapperFilm to 0 and tweaking bloom is not enough to get the old look back as is described in https://answers.unrealengine.com/que...-in-415p1.html . The whole scene but especially exponential height fog looks extremely overexposed. Tweaking the exposure setting in post process setting does not result in the old look.

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  • replied
    I have found that the newly supported customStencil has broken on mobile:

    https://answers.unrealengine.com/que...on-mobile.html

    Leave a comment:


  • replied
    Uh, that might have been a temporary glitch. The Launcher did say 4.15.0 without the "Preview" indicator. But clicking to install it says 4.15.0 Preview 4, and now the drop-down says 4.15.0 Preview 4.
    Last edited by c4augustus; 02-12-2017, 07:45 PM.

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  • replied
    It would appear 4.15 is out.

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  • replied
    Originally posted by Yaeko View Post
    I could not get back my old colors, but i got somewhat close to, with material and Emitter-changes.
    I assume you tried the console command r.TonemapperFilm 0 ? I don't have problems with the colors, but rather the bloom intensity.

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  • replied
    I am a bit worried after reading about all these color issues. I dont have that deep understanding of the issue but Epic, is it really desirable to force things to be realistic when many games need colors to be unrealistic but nice and bright ? I don't see reason why to break something when it is already working great. Can someone point me to some thread or article which would explain reasons behind these changes ?

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  • replied
    hmm, someone might want to look into https://answers.unrealengine.com/que...fects-ano.html and hope it gets fixed for 4.15

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  • replied
    Originally posted by necspenecmetu View Post
    So if I may ask, how do you work around that? Changing the materials themselves?
    I just turned down the Strength of the glow, but you never get rid completely of the wrong colors.

    I had lasers that were

    Red
    Green
    Blue

    and after the patch they were

    Orange
    Light Green
    Purple

    I could not get back my old colors, but i got somewhat close to, with material and Emitter-changes.

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  • replied
    Having a big problem with 4.15P4 and Daydream not rendering anything. Can easily reproduce it with the FirstPersonTemplate and filed a bug report here: https://answers.unrealengine.com/que...plate-and.html

    It did not occur before the Google SDK was updated in 4.15 and does not occur in Google's 4.14 branch

    Many thanks in advance for any info!

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  • replied
    Originally posted by Yaeko View Post
    Looks like rendering of glowing stuff is weird now. (even if the last one is intended, it is broken for my purposes... i need to workaround that now <.<)
    I am struggling with the same problem - according to this answerhub thread about the tonemapperfilm default change where I asked this question, the bloom default values have been changed to be more physically realistic. I am looking forward to the major release notes that will hopefully explain the changes in more detail, and what can be done to replicate the 4.14 behaviour.

    I am not aware from access to the bloom settings apart from postprocess volumes. So if I may ask, how do you work around that? Changing the materials themselves?
    Last edited by necspenecmetu; 02-11-2017, 08:15 AM.

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  • replied
    Looks like rendering of glowing stuff is weird now. (even if the last one is intended, it is broken for my purposes... i need to workaround that now <.<)
    Last edited by Yaeko; 02-11-2017, 05:39 AM.

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  • replied
    Originally posted by Luos View Post
    literally a few scrolls up buddy
    Sorry, I thought I read the whole 6th page but aparrently, I skipped a few one liner posts... Thanks!

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  • replied
    Originally posted by rYuxq View Post

    By the way: Is there a releaste date for 4.15 already?
    literally a few scrolls up buddy

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  • replied
    Originally posted by Raildex_ View Post
    Is it me or is it not possible to have a Map with a Array-Value?
    I can't choose the Value Type as an Array
    If I remember right, this isnt possible in C++ either. But I feel like I could be very wrong.

    nevertheless, if you wrap the TArray in a struct, you should be able to have it as a value.

    By the way: Is there a releas date for 4.15 already?
    Last edited by rYuxq; 02-10-2017, 03:17 PM.

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