Unreal, when are you going to focus more on Paper2D improvements?
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Unreal Engine 4.15 Preview
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Did something change with the lighting in the 4.15 preview? Everything seems a little bit darker to me. I think my post processor is making the differences more apparent but it's still noticeable with it turned off. Here are 2 comparison screenshots between 4.14 and 4.15, one with my post processor on and one with it off: http://imgur.com/a/xpni5
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Originally posted by kgamble View PostDid something change with the lighting in the 4.15 preview? Everything seems a little bit darker to me.
You should then open an AnswerHub question with these screenshots to get a proper analysis and feedbacks fomr Epic.[Gamedev programmer at Darewise (Paris) - We are hiring]
UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)
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Very nice!Founder & Lead Developer @ Far Frontier Studios
My Website: https://theindiedev.com
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Originally posted by muchcharles View PostI've heard talk that this change didn't make it into 4.15:
https://github.com/EpicGames/UnrealE...28c95663ebb5be
But it is already in 4.14. Just wanted to make sure this doesn't get lost in the cracks.Easy to use UMG Mini Map on the UE4 Marketplace.
Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play
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Hi, I have some problems with new fontface stuff.
In my ps4 and xbox packages I've got a lot of warning of failed fontcache loading, this i the log:
GetFontFace failed to load or process '../../../../UnrealProjects/XXXXXX/Content/Fonts/dnc47_0_Default.ufont'
I think the problems are 2:
- the path is relative and with PC path (the XXXXXX folder is the game project one)
- the file created has .uasset extension and not the .ufont one
--EDIT--
I have just discovered that the ufont file is created in StageBuild directoryLast edited by 34BigThings; 01-20-2017, 06:33 AM.
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Really funny how "include what you use" process, really seems like going backward when you look at it at first glance.
"Sometimes you got to go back to actually move forward"
If i were to import a couple GameWorks feature i've put together in 4.14.3 how painful would it be? It can still works with the legacy system right?
The dependancy between PhysX and all nvidia Gameworks is a kind of work i don't want any part of !
Last edited by MaximeDupart; 01-21-2017, 03:25 AM.LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP
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Originally posted by rYuxq View PostDoes the change to a "include what you need" cose base model (as described in the post) mean that we shall not put our includes inside the .cpp file anymore, but rather into our header file? This would make forward declarations obsolete...LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP
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Originally posted by xenthor View PostLol, i guess it means you put the actual content that you were about to include inside the actual file instead of in a header. There's some mystical read I/O stuff going on obviously if it's -20% compile time!
But maybe I didnt make myself clear, so let me try it again: It says that all header files include only the header files they need. This is something that we would usually do in the .cpp file since we would use forward declaration in the header files.
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Did anything change with instanced static meshes?
Because I got huge decrease in draw distances of instances, and can't see any way to turn it back up.
Landscape foliage is also affected, it gets much higher LOD vs the same object as a regular static mesh.
EDIT: turning up foliage.LODDistanceScale fixed foliage, still trying to find fix for instanced mesh
EDIT2: foliage.LODDistanceScale also affects other instanced meshes. Not sure if that's intended behavior or not, either way, turning it up fixes both.Last edited by moookiexl; 01-21-2017, 02:35 PM.
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