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  • replied
    New features look great.

    Thought I'd dip into 4.16 Preview 3. Converted project seemingly fine (by cloning in Launcher, selecting the new engine version dropdown on the .uproject file, then launching it) and plays fine, but opening any static or skeletal mesh crashes the engine with no error code or debugging information.

    No one else looks to have this major issue so I'm guessing it's unique to my project, anything I can try to get working?

    Edit:

    same thing happens with updating 4.15.2 project by opening in 4.16 to prompt the engine to ask me if I want to open a copy, then letting it do its thing. If anyone has any suggestions, cos I want to play with it real bad D:

    Edit:

    Sent a bunch of reports around the time of this edit, not sure how much help they'll be. Opening static meshes, skeletal meshes, animation sequences and skeletons all crash the engine, but I can open materials and textures fine.

    LoginId:a11e6b614ea97f7fa15f53893a3d24f0
    Last edited by mechanicalsnowman; 05-12-2017, 11:41 PM.

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  • replied
    Man I love this engine! great work Epic staff and can't wait to try out the latest version.

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  • replied
    Originally posted by SyberBlade View Post
    Reporting back with some adjustment fixes to the cloth painting tool - the following should be addressed in the next update.

    1. Symmetry cloth paint tool , with custom X,Y, Z options for mirroring influences.
    2. smooth influences option, for smoother influence blending.
    3. Sample influence option, to trace old influence settings and re-adjust them.

    Thank you!!
    Thanks for the feedback!

    1) Interesting thought, I can see why that would be useful. I'll add that to my list of workflow things to get to - although it mightn't make the first release of the tools. I'll need to look at some custom interactors to make moving the mirror a simple process.

    2) This didn't make 4.16 but I've added this. It's essentially like a box blur over the influenced verts. This should be there when we bring the tools out of experimental.

    3) Not sure I get you here, do you mean like a picker where you'd click on the mesh and the value under the cursor is set as the current paint value?

    Thanks again for using the tools and providing feedback!
    Last edited by Exelcior; 05-12-2017, 09:42 AM.

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  • replied
    Originally posted by winnertakesteve View Post
    Super stoked to see this tool evolve, thanks your efforts!

    I have a potentially blender-specific quirk, where when I enter cloth paint mode from a blender-exported skeletal mesh, the cloth section moves off the rest of the skeletal mesh, as if the up vector changes from +Z to -Y. I can't seem to find any export settings that changes this behaviour, so I was curious if you might have any thoughts. It's not too big of a deal as I can still do my painting and then it snaps back into place and behaves as expected when I'm done, but I thought I'd check in case there's a better practice that I can adopt!
    I've seen this with a few other meshes when they have root bone transforms applied in their originating DCC, so this will get fixed before the tools leave experimental hopefully. I'll see if I can get my hands on some blender assets too and test those.

    Thanks for trying the tools!

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  • replied
    Originally posted by mzprox View Post
    Sry for the question, but wondering: if I install this preview can I patch it up to the release version or I need to reinstall then? I don't want to do it twice. thx
    It will be updated to stable release, no reinstall needed

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  • replied
    Downloading.

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  • replied
    Sry for the question, but wondering: if I install this preview can I patch it up to the release version or I need to reinstall then? I don't want to do it twice. thx

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  • replied
    I've found another UMG related bug and have reported it here: https://answers.unrealengine.com/que...-delta-va.html

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  • replied
    Originally posted by SRombauts View Post
    For everyone using the Git Source Control Provider Plugin (and for those asking if I am still working on it here are the Pull Requests merged in this Preview version :

    - Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files #3136
    - Git plugin: fix revision number for blueprint diff menu #3278
    - Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit #3108
    - Git plugin: fix git autodetection and add error message #3224
    - UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) #3253
    - Git plugin: fix update status on directories broken since UE4.12 #3292
    - Git plugin: fix update status on directories hotfix (still) slightly broken in master (UE4.16) #3372
    - Git Plugin: fix RunDumpToFile() to check git ReturnCode #3327
    - Git Plugin: hotfix for regression off Visual Diffs with older version of Git in master (UE4.16) #3373
    - Git Plugin: trivial hotfix for the new UE4.16 warning about LoadModule() (UE4.16) #3455

    Enjoy!
    Originally posted by John Alcatraz View Post
    - UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) #3253

    Does that only affect your plugin, or is that a general fix so that anyone using UE4 with git lfs benefits from that, without having to use your plugin?
    Sorry for not seeing this question before; to diff an asset you need to activate Source Control in Editor, so to get diff working with Git LFS you need to use the UE Git Plugin. But the good news is this plugin is integrated by default in the Engine, so easy to use!
    Last edited by SRombauts; 05-11-2017, 03:25 AM.

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  • replied
    I love 4.16 so much. Can't wait !

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  • replied
    Reporting back with some adjustment fixes to the cloth painting tool - the following should be addressed in the next update.

    1. Symmetry cloth paint tool , with custom X,Y, Z options for mirroring influences.
    2. smooth influences option, for smoother influence blending.
    3. Sample influence option, to trace old influence settings and re-adjust them.

    Thank you!!

    Leave a comment:


  • replied
    I've found an issue where UMG combo boxes loose all entries in a packaged build.

    I've raised it here: https://answers.unrealengine.com/que...pty-in-pa.html

    Leave a comment:


  • replied
    I have an issue with the UMG buttons behavior in vr.

    https://answers.unrealengine.com/que...ire-in-vr.html

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  • replied
    Originally posted by Exelcior View Post
    Hey SyberBlade, glad you're giving the new clothing tools a try.

    They're in an experimental state right now but I'm still looking for feedback so thanks for your post! As for your points:

    1) I'm not sure what you mean here. You can use unreal physics assets to create clothing assets now with the tools enabled. There's no way unfortunately to update them after creation but I'm working on fixing that for the final release. Unsure what you'd like with regard to channels though.

    2) As far as I'm aware we should now allow 8 influences, but only when creating assets completely in-editor. If you import an .apx or .apb we can only allow 4 unfortunately due to the APEX limitations.

    3) We don't have a solution yet for solid objects attached to clothing. So for the time being any hard surface will act like clothing. But we're looking for improvements and future ideas so it's good to hear these things.

    Benn.
    Super stoked to see this tool evolve, thanks your efforts!

    I have a potentially blender-specific quirk, where when I enter cloth paint mode from a blender-exported skeletal mesh, the cloth section moves off the rest of the skeletal mesh, as if the up vector changes from +Z to -Y. I can't seem to find any export settings that changes this behaviour, so I was curious if you might have any thoughts. It's not too big of a deal as I can still do my painting and then it snaps back into place and behaves as expected when I'm done, but I thought I'd check in case there's a better practice that I can adopt!

    Leave a comment:


  • replied
    Any chances of having Fixed Particle Bounding Boxes fixed for 4.16? This is quite a major issue as it prevents you from using GPU Particles in 4.15 at all.

    Surprised this has gone mostly unnoticed

    https://answers.unrealengine.com/que...ticles-is.html
    https://answers.unrealengine.com/que...-busefixe.html

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