Originally posted by Michael Noland
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Unreal Engine 4.17 Preview
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ProBoon, Old-School FPS, Open Source & Tutorials
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Originally posted by mordentral View PostSorry, I hadn't been able to test on the latest preview 3, was waiting to do that before submitting a bug report.
Good news is that it appears to be functional again in preview 3, apologies for not getting around to it before you had to look into it.
I'll edit the original post to mention that its been fixed too.
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Event Driven Loading / Async Loading Thread crashes
Still critical problems in 4.17 with Event Driven Loading and Async Loading Thread..
https://answers.unrealengine.com/que...-thread-b.html
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Originally posted by jasonh2013 View PostJust want to let everyone know I've been working on android/daydream apps and the new audio mixer system is really cool. In terms of immersion just having spatial attenuation greatly increases the immersiveness of a game. Also, it is my recommendation to try and bring in the very latest version of google vr plugins for the eventual 4.17 release. I am fairly certain this recent commit, uploaded yesterday, solved an incredibly irritating problem I was experiencing in both 4.16 and 4.17 involving visual artifacts/erratic behavior of the virtual motion controller: https://github.com/googlevr-unreal/U...a1a6c5ca06fa86 . I don't feel confident enough in myself to say there was a definite cause and effect relationship -- quite honestly I don't understand the code that was changed -- but after I downloaded and then rebuilt everything in visual studio using this particular version of the set of google vr motion controller plugins, used in conjunction with a 4.16.2 version of the engine, my problem went away completely. I am just barely starting to learn visual studio and c++ so it's just as likely I accidentally hit some checkbox somewhere in some blueprint to either cause or solve the problem I've been experiencing so take what I write with a grain of salt.
Would be great to get this latest stable daydream plugin in 4.17 binary!Headgear - VR/AR solutions
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Originally posted by masterneme View PostCan someone say if there're any updates on modding?
Does this mean that we could make a game easily moddable like Robo Recall or this doesn't have anything to do with that?
https://forums.unrealengine.com/show...ation-Required
I didn't need to make use of that, as I could load basic txt, images, and midi files from disk which saved me some time with fiddling with that system, but it can be usefull to get started out.
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Originally posted by Malachi93 View PostAny word on this?? I'm aware you can implement clear coat in the GetImageBasedReflectionLighting function in ForwardLightingCommon.usf. However I'm not sure exactly how to do it. Is there any sign of this being put into the forward renderer as default??
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It would be great to get a better example on how to use PVS-Studio. I'm very interested in static analysis tools but have so far not been successful with using PVS Studio with Unreal Engine.
When I use the Standalone tool and compile, it doesn't seem to analyze code in plugins? I've been trying this with the free license on an open source project (with the special headers), but hoping to use this commercially if I like it.
Is the free version perhaps not supported due to header generation?Lead Engineer at Wargaming | Ex-CCP (EVE Valkyrie / Sparc) | @SiggiGG
Check out my procedural mesh examples
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Originally posted by Motanum View PostYou can try taking a look at this thread?
https://forums.unrealengine.com/show...ation-Required
I didn't need to make use of that, as I could load basic txt, images, and midi files from disk which saved me some time with fiddling with that system, but it can be usefull to get started out.ProBoon, Old-School FPS, Open Source & Tutorials
Support Project Boon on Patreon
On Steam Soon, Click Below
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Originally posted by SiggiG View PostIt would be great to get a better example on how to use PVS-Studio. I'm very interested in static analysis tools but have so far not been successful with using PVS Studio with Unreal Engine.
When I use the Standalone tool and compile, it doesn't seem to analyze code in plugins? I've been trying this with the free license on an open source project (with the special headers), but hoping to use this commercially if I like it.
Is the free version perhaps not supported due to header generation?
%enginePath%\Build\BatchFiles\Build.bat MyProject Win64 Development "%projectPath%/MyProject.uproject" -StaticAnalyzer=PVSStudioLead Engineer at Wargaming | Ex-CCP (EVE Valkyrie / Sparc) | @SiggiGG
Check out my procedural mesh examples
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