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  • #61
    Originally posted by SRombauts View Post
    - UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) #3253
    No ****, THIS is my highlight!
    Btw is it already possible by now, if i do a Git rebase/merge and it has conflicts, that i can go through the conflicts? that didn't work well in 4.15

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    • #62
      Originally posted by oglu View Post
      What happened to the USD plug from Pixar.?
      This is what I'm most curious about as well.

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      • #63
        Originally posted by Memnarch View Post
        No ****, THIS is my highlight!
        Btw is it already possible by now, if i do a Git rebase/merge and it has conflicts, that i can go through the conflicts? that didn't work well in 4.15
        No, I am not aware of this problem, could you open an issue in the Github of the plugin, or a link to an UE issue in AnswerHub? I will look into this so that you could get a fix in the standalone plugin before the next UE4. 17 release (too late for 4.16)
        Last edited by SRombauts; 04-26-2017, 06:16 AM. Reason: Link & signature
        UE4 Git LFS 2.x Source Control Plugin v2.4 for UE4.18 - (v1 integrated by default in Beta status since UE4.7)
        UE4 Plastic SCM Source Control Plugin (1.0.6 for UE4.18)
        PayPal me a beer to support my work

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        • #64
          Originally posted by Juca Duarte View Post
          Is this new cloth core tool supported in mobile?
          No clothing is still restricted to the same platforms as it was previously.

          Originally posted by FS Creations View Post
          Great!

          I can't find the Cloth Paint editor anywhere... the one shown in https://www.youtube.com/watch?v=r40PJ6r_P4c at 27:00. It should be in the skeletal mesh viewer but I can't find it.

          Do I have to enable any specific option? Thanks!
          Originally posted by visualnotte View Post
          where is tools Cloth Paint?
          The clothing tools are in an experimental state for this release. Which means they aren't quite ready for prime-time and are subject to much change between now and them coming out of experimental. If you want to try them out in the state that they are now, head into 'Editor Preferences', then to the 'Experimental' settings and enable 'Clothing Tools'. After that there should be a window called 'Cloth Paint' in the 'Window' menu of the skeletal mesh editor. If you already had the skeletal mesh editor open when you changed the settings you'll need to close it and re-open it (just the skeletal mesh editor, not the whole editor).

          Originally posted by mahri726 View Post
          Will this version of the engine support NvCloth authoring in editor or an external tool similar to APEX clothing tool will be needed ? Also, is .apx or .apb import still supported for this new clothing system ?
          As mentioned above there is an experimental in-editor solution but it isn't quite production ready yet. For the foreseeable future we'll be keeping the ability to import .apx and .apb files as clothing assets as we know a lot of people are used to that workflow. On import your asset will be converted to the new Unreal clothing asset under the hood and everything should work as it always has.
          Animation and Physics Programmer, UE4, Epic Games

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          • #65
            Originally posted by SRombauts View Post
            No, I am not aware of this problem, could you open an issue in the Github of the plugin, or a link to an UE issue in AnswerHub? I will look into this so that you could get a fix in the standalone plugin before the next UE4. 17 release (too late for 4.16)
            Sure, i'll look into it, when i am home again. Does the standalone plugin support all the things added/fixed in the buildin? Or are there currently differences between standalone and preview 4.16. Pretty sure the problem comes from the rebaseworkflow i use(rebasing a featurebranch on top of another local developmentbranch)
            Last edited by Memnarch; 04-26-2017, 06:40 AM.

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            • #66
              There was a blog post yesterday about keeping the roadmap updated and change the "Trello workflow", or something like that, but now it has disappeared, should that mean you changed your mind about that?

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              • #67
                Originally posted by ZacD View Post
                This is what I'm most curious about as well.
                seems like there is no love for the USD file format...

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                • #68
                  Originally posted by Memnarch View Post
                  Does the standalone plugin support all the things added/fixed in the buildin? Or are there currently differences between standalone and preview 4.16. Pretty sure the problem comes from the rebaseworkflow i use(rebasing a featurebranch on top of another local developmentbranch)
                  1. Yes, the standalone Git plugin I maintain contains all the build-in fixes before they are submitted to the Engine. This plugin can only be used in you Project Plugins/ directory and it replaces/overloads the build-in "Git (beta version)" with a "Git (dev)" Source Control Provider selection.
                  2. Merge conflicts resolution should work, but I remember that rebase/cherry-pick are not working the same way at the Git level.

                  [strike]Edit: for now, you need to build the git plugin yourself (just put the source in a C++ Project), but I'll provide a binary release for 4.15 soon(TM)[/strike]
                  Edit 2: I've release a new version of the standalone Git plugin "v2.0" for UE4.15 with all features and bugfixes developped for UE4.16 and some more
                  Last edited by SRombauts; 04-26-2017, 04:57 PM. Reason: I've release [URL="https://github.com/SRombauts/UE4GitPlugin/releases/tag/2.0-beta"]a new version of the standalone Git plugi
                  UE4 Git LFS 2.x Source Control Plugin v2.4 for UE4.18 - (v1 integrated by default in Beta status since UE4.7)
                  UE4 Plastic SCM Source Control Plugin (1.0.6 for UE4.18)
                  PayPal me a beer to support my work

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                  • #69
                    I managed to get my plugin to work with the preview build perfectly, but it fails at the packaging of the game. Is there any new related specific things to make for packaging to work with plugins?
                    LinkedIn | Nvidia GameWorks builds | 4.17.2 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here
                    | 4.16.2 : Flex - Volumetric Lightning - HairWorks - Flow - Here

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                    • #70
                      Originally posted by Tom Sarkanen View Post
                      The new in-editor animation tools are in this release. We aren't calling them out as they are currently in a very experimental state, but all the features that we were aiming for (including baking to anim sequences) are included. We would love to hear your feedback!
                      As for feedback - any chance you can tell us how to create our own rigs? For example I have bought character in marketplace that isn't rigged to UE4 Manequin. I'm trying to do new rig but I don't know how to connect bones...

                      Another thing is how to create rig for not humanoid things - for example fpp arms.

                      Edit: I haven seen Control Rig tab in Skel Mesh Editor. This resolve first question. Second thing for arms is still open

                      What you could guys try is to grab some marketplace character - for example Goblin - which is humanoid and try to make rig for control rig using it. I have failed. Right hand and left leg are broken.
                      Last edited by intoxicat3; 04-26-2017, 08:50 AM.
                      How to create first person shooter game from scratch. Lots of tutorials: http://www.shootertutorial.com - celebrating 50th Tutorial!

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                      • #71
                        loving the new volumetric lights!
                        Thanks Epic

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                        • #72
                          Originally posted by richst42 View Post
                          loving the new volumetric lights!
                          Thanks Epic

                          Nice!

                          Have to post Tor's test as well as it looks really good as well

                          https://www.instagram.com/p/BTWDkoTjYtL/

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                          • #73
                            Originally posted by Ghiest View Post
                            Nice!

                            Have to post Tor's test as well as it looks really good as well

                            https://www.instagram.com/p/BTWDkoTjYtL/

                            That's what inspired me to try it out

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                            • #74
                              "Hidden Actors" and "Show Only Actors" do not seem to work in PlanarReflections: the drop down menĂ¹ always shows "None" after selecting any object. Is this a know issue?
                              This feature is widely used in Robot Recall, does it need to be somehow enabled?

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                              • #75
                                I've been using it for a couple weeks now, love it!
                                Last edited by Maxime.Dupart; 04-26-2017, 10:37 AM.
                                LinkedIn | Nvidia GameWorks builds | 4.17.2 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here
                                | 4.16.2 : Flex - Volumetric Lightning - HairWorks - Flow - Here

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