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  • replied
    Originally posted by Legend286 View Post
    In case anyone wasn't aware, there's also now support for PCSS shadows from directional lights.

    r.shadow.filteringmethod 1 produces results as so...



    Also, shadow biasing seems to have been heavily improved, point and spotlights have perfect shadows with as low as 0.01 bias in most situations now, which means no more peter panning or acne all over the place - they don't use the new filter yet though, but I'm sure that'll change once this feature becomes finalised.
    This change really should've been highlighted in the new features list. The difference is astounding even without PCSS.

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  • replied
    This is again pushed back to 4.18: https://issues.unrealengine.com/issue/UE-43093
    It's hitting us with a solid 60 FPS drop at the moment.
    Basepass cost goes incredibly high when using various meshes with Grass Tool.

    Leave a comment:


  • replied
    Originally posted by Legend286 View Post
    Also, shadow biasing seems to have been heavily improved, point and spotlights have perfect shadows with as low as 0.01 bias in most situations now, which means no more peter panning or acne all over the place - they don't use the new filter yet though, but I'm sure that'll change once this feature becomes finalised.
    Directional lights are still all messed up. Why would they improve point lights first ...?

    Leave a comment:


  • replied
    Originally posted by Legend286 View Post
    In case anyone wasn't aware, there's also now support for PCSS shadows from directional lights.

    r.shadow.filteringmethod 1 produces results as so...



    Also, shadow biasing seems to have been heavily improved, point and spotlights have perfect shadows with as low as 0.01 bias in most situations now, which means no more peter panning or acne all over the place - they don't use the new filter yet though, but I'm sure that'll change once this feature becomes finalised.
    That is great indeed!

    Leave a comment:


  • replied
    Will there be ToString and FromString Blueprint functions for FPrimaryAssetId before 4.17 launch? Seems like a critical piece that missing from the BP support that exists in C++

    Leave a comment:


  • replied
    In case anyone wasn't aware, there's also now support for PCSS shadows from directional lights.

    r.shadow.filteringmethod 1 produces results as so...



    Also, shadow biasing seems to have been heavily improved, point and spotlights have perfect shadows with as low as 0.01 bias in most situations now, which means no more peter panning or acne all over the place - they don't use the new filter yet though, but I'm sure that'll change once this feature becomes finalised.

    Leave a comment:


  • replied
    ProceduralMeshComponent now supports Async PhysX Cooking, avoiding hitches at runtime.
    This. Does this mean cooking collisions on a different thread? If not, what does that mean exactly?

    Leave a comment:


  • replied
    Hello, can you please show as any simple demo how to make VR mixed reality videos? Any info would be very helpful
    - Spectator screens are now supported on the Oculus and HTC Vive.

    Leave a comment:


  • replied
    Why is a FRichCurve UPROPERTY suddenly no longer supported by blueprints in 4.17?
    Worked fine up until 4.16, now it's "Error: Type 'FRichCurve' is not supported by blueprint"

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  • replied
    Originally posted by Ohriginal View Post
    Huge


    10char
    Mega Huge. Thank you! This is going to help me a lot

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  • replied
    Originally posted by Chris.Bunner View Post
    Was there a message in the log? There was a fairly hefty refactor to how shader includes are handled as part of the plugin support that will likely be in the release notes, possibly there's a new assert that should instead be a compile error.
    If in doubt please open a ticket on AnswerHub and it will be assigned to someone to take a look.
    Thank you Mr. Bunner, for fixing the 3 scenarios of properly emitting #include errors to avoid crashes in your commit: https://github.com/EpicGames/UnrealE...ee75c13a9f687a

    Good news is that we were able to migrate all our HLSL code to "/Engine/beyond/" virtual path and get them fully working. We are working on an ambitious video compositing system called Essence that handles chroma keying to relighting to denoising, striving to match Hollywood quality in realtime. So far so good, and we hope to share demos with you soon.


    There are a couple of remaining issues. I have not seen a commit addressing the empty Project/Shaders (next to Source directory) crashing the Editor at startup. Since now, full file paths to #includes are officially disallowed, the Shaders directory at Project and Plugin locations are the only proper methods to develop and distribute shader code. Also as another minor issue, the missing #include files are silently ignored.

    Is it possible the Shaders directory crash is due to the required PostConfigInit for the project module? Would PostConfigInit interfere with HotLoad?

    We rely on fast development iterations to sculpt the features and quality of our code, and using #includes in Material Custom Expressions was for that very reason. We have not been able to get the RECOMPILESHADERS CHANGED command to pick up changes to #includes in Custom Expressions yet. Recompiling all the materials with custom #includes in MaterialTemplate.ush would be too slow. The missing Hotload in the Plugins system was another deterrent.


    One more good news is Separate Translucency is now working in 4.17, as it was disabled in 4.16.

    Leave a comment:


  • replied
    Originally posted by SteveElbows View Post
    No, and this was discussed on the twitch stream yesterday if you are interested in more detail. It's work in progress stuff that is not being done in a rush or with any epic game project deadlines driving it's urgent completion. And part of the reason they are taking their time with it is that the editable mesh stuff is going to be used as a foundation for all sorts of different tools, model importing and runtime mesh stuff in future. The scope of the mission makes me very happy, although it's obvious that many people are sad that the tools arent ready yet. I can live with the wait.
    Makes sense, thanks for the update!

    Leave a comment:


  • replied
    It's looking like a pretty good update to me!

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  • replied
    It seems that servertravel in PIE is broken with this release (it worked for my game in 4.16), so I cannot make my project work with PIE in this release. Does anyone else also have this issue?

    Leave a comment:


  • replied
    Originally posted by cyaoeu View Post
    AA seems to be working in LDR mode.
    Just about yeah, but looking at my other project it always looked like that. HDR modes still need it

    Leave a comment:

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