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    #31
    Yay, multi-line text input!

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      #32
      Wiil it be some Blender animations import improvments ?
      (Using 2.71 the range animation start end is not taking the specified range even importing single FBX animations files)

      Thanks for the upcoming animation thumnails, very helpfull.
      Last edited by Galeon; 08-01-2014, 05:52 AM.

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        #33
        It's cool that you guys added a new friction mode, but is the no-friction bug for sphere's solved as well? My sphere's keep on rolling forever and ever and won't stop at low speeds. At high speeds, friction gets applied normally, but once the spehere has almost stopped, it's like there's no more friction. See https://answers.unrealengine.com/sea...sort=relevance

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          #34
          Great news! I really hope for the next version to disable that annoying 'launcher' window when you just open the editor. Sometimes when i want to click on one of my projects that stupid windows popsup in front of the editor window and launches another project... i don't need that launcher window if i already have the editor open.

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            #35
            Originally posted by Ryvar View Post
            Just curious - is ingame physics cooking planned for this release?
            Sorry, that didn't make 4.4, but we do plan it for 4.5.
            Lead Programmer - UE4 Animation/Physics/Audio Team - Epic Games
            Twitter: @EpicJamesG

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              #36
              Originally posted by JamesG View Post
              Sorry, that didn't make 4.4, but we do plan it for 4.5.
              Wohoo!!

              So Dynamic Meshes can finally have collision?!

              Please do make sure to tell us exactly how to do it when you release it James!

              I've been looking forward to this since 4.0 !

              Rama
              100+ UE4 C++ Tutorials on the UE4 Code Wiki, including UE4 Multi-Threading!

              UE4 Marketplace: Melee Weapon Plugin & Compressed Binary Save System Plugin | Rama's C++ AI Jumping Videos | Vertex Snap Editor Plugin

              Visit www.ue4code.com to see lots of videos about my C++ Creations! ♥ Rama

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                #37
                Originally posted by BSieprawski View Post

                Platforms
                Android

                  • Added 'Android Back' for specific back button support in Android.
                Just tried this out and while the back button is now mapped unfortunately it still misses the point of being able to hook it up to Quit game. Quit game still does not work for me on Android devices Any idea of when this might come? Is there just a setting required in the manifest.xml perhaps? Unfortunately never seen ANY Android app except for TappyChicken to not be able to quit the game with the back button
                Headgear - VR/AR solutions

                Mobile VR Game: We Come In Peace... Oculus GearVR | Google Play Daydream | Pico Goblin

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                  #38
                  please ...Migrate Blueprint with C++ code attached feature

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                    #39
                    I see nothing about advances towards a native linux editor. Please do not lose sight of this.

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                      #40
                      I see nothing about advances towards a native linux editor. Please do not lose sight of this.
                      We missed 4.4 window to have the latest changes (from @amigo and #ue4linux folks) merged, but the editor will be runnable in master by the time 4.4 hits. Granted, "runnable" is not the same as actually usable, but we'll get there too.
                      Last edited by Stephen Ellis; 08-01-2014, 03:29 PM.
                      twitter.com/RCL

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                        #41
                        I'm really hoping Oculus Rift DK2 SDK 0.4 (or newer) makes it into either 4.4, or a 4.3 hotfix. I'm chomping at the bit to resubscribe to UE4 and be able to properly work on some new content with my DK2.
                        I know it sorta works with 4.3, and that will probably be good enough to get started this weekend - but I'm looking forward to not having to do workarounds. Anything you guys can tell us?

                        Edit: And not to sound ungrateful for all the other 4.3 and 4.4 changes. Clear coat is going to be great with the vehicles. Looking forward to getting going again!
                        Last edited by Rirath; 08-01-2014, 03:41 PM.

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                          #42
                          Originally posted by Rirath View Post
                          I'm really hoping Oculus Rift DK2 SDK 0.4 (or newer) makes it into either 4.4, or a 4.3 hotfix. I'm chomping at the bit to resubscribe to UE4 and be able to properly work on some new content with my DK2.
                          I know it sorta works with 4.3, and that will probably be good enough to get started this weekend - but I'm looking forward to not having to do workarounds. Anything you guys can tell us?

                          Edit: And not to sound ungrateful for all the other 4.3 and 4.4 changes. Clear coat is going to be great with the vehicles. Looking forward to getting going again!
                          yeah I think I will be doing the same, I cannot keep reinstalling 0.3 reboot 0.4 reboot 0.3 just to try out things... I 'm working a VR demo and I would really like to get everything tuned with 4.4 or whichever version will have the final DK2 support.... meanwhile I hold the subscription I think... Great work on 4.4 tho!

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                            #43
                            Also wanting to know about DK2s update.

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                              #44
                              Just noticed an incorrect tooltip in the 4.4 Preview for the Experimental Ad Banner Blueprint nodes - it says iOS only however it's still working great with Admob on Android
                              Headgear - VR/AR solutions

                              Mobile VR Game: We Come In Peace... Oculus GearVR | Google Play Daydream | Pico Goblin

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                                #45
                                Darn.. No mention of the Oculus Rift DK2 SDK 0.4? I really wonder what's going on with that.. I'm kinda stuck at a point where it's hard to get much more work done, without having the proper SDK support.. I'd really rather not use an outdated work-around, like disabling/uninstalling drivers, when everything else I'm doing uses those Oculus drivers fine..

                                I'm also waiting for Oculus to update their SDK, to fix a few bugs, like black smear or judder.. Which sucks, because I bet the moment UE4 updates with the new SDK, Oculus will put out their own update, and thus make UE4's VR support outdated again. >_< I wish the Oculus guys could coordinate with the UE4 guys a little better.. A large percent of VR devs really want to use UE4, and VR's success is riding on all this stuff..

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