"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!"
The texture streamer can now automatically fit to different memory budgets, without manual tweaks. The streamer will select which textures need to be reduced using different heuristics to minimize visual impact.
I'm guessing this means we wont need to play with the default engine.ini or command lines for streaming pool size anymore?
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.
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.
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.
Lead Programmer - UE4 Animation/Physics/Audio Team - Epic Games Twitter: @EpicJamesG
Comment