Unreal Engine 4.17 doesn't bring any explicit mentions and the only Vulkan mention is with regard to native sRGB sampling for Android applications. But other work to find with Unreal Engine 4.17 includes a number of physics updates/optimizations, audio streaming is no longer considered experimental, UE4 plug-ins can now declare dependencies on other plug-ins, a new composure compositing plugin, shaders are now supported in plugins and projects.
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hi,4.17 when release?and if i download 4.17 preview 3 and 4.17 release,i must download it again or just upgrade?Last edited by Stephen Ellis; 08-02-2017, 01:24 PM.
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Dear community please hightlight VR Spectator option, I want to make Mixed reality videos from VR demos, how this function works? I have ViveTracker as virtual camera and DSLR camera as a physical camera, how to merge them together into one video file? (I have GreenScreen room). I hope this untion will be available fully in 4.17 Final release. Thank you!
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[MENTION=459266]mblogest[/MENTION] that's a pretty big quote just to ask a question. try mentioning Stephen Ellis's name instead. or in this case just ask your question. because almost anyone here can answer your question.
unless it's been changed: yes you have to download the actual 4.17 release. the preview is exactly what it says just a preview.
(it's advised Not to update any working 'major' projects to a Preview because it's just for testing & seeing what's new etc etc)
"Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead."
& to answer When? Soon - it's always SOON!Last edited by ayretek; 08-02-2017, 10:30 AM.
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I edited the post with the mega-quote.
ayretek answered accurately (thanks). You will need to download the full 4.17.0 when released, although it overwrites the Preview in the same engine slot on the Launcher.
And the release date is indeed "soon". Most likely within a week.
CheersStephen Ellis | Senior Engine Coordinator
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I don't know where to report the bug, but I'll write it here:
I wanted to create my own UV for lightmap, so I just duplicated UV tag in Cinema 4D and named them 1 and 2. When I import to UE, it's imported second UV map okay (don't forget to uncheck Generate UV light map). So technically it works and catching my second UV as lightmap. This object currently has one material, when I adding second material (Selection Tag and applying material to the selection) it has 2 materials and 2 uv. Technically everything is correct.
Bug: When I import this FBX to UE, I have two "options": Either have only one material and 2 UV (one is my own UV and second is my own as well for light map, technically it's the same UV layout) OR I can have 2 materials (or full materials set in case if there many) but it cannot see second UV map, I have to go to the object properties and Generate second UV for lightmap, when I click Apply, magically it generates lightmap UV (removes my own UV map for lightmap or overwriting it) and showing me all materials as it was on the object, this way I loossing second UV.
it's very odd glitch, I cannot track who have a bug Cinema 4D or Unreal Engine. Currently, I use generating UV for objects with many materials and using second UV only for object with one material. Can you please have a look to this? it's kind of annoying, if it's UE4 bug, I would mark is as high impoirtance.
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Originally posted by SAMBUEV View PostI don't know where to report the bug, but I'll write it here:
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Originally posted by MADHOUSE View PostAssertion failed crashes when loading a dev build client of a project..
Same problem in 4.17 preview 2 and 3. This problem does not exist on any other Unreal Engine version prior to 4.17.
https://answers.unrealengine.com/que...on-failed.html
https://issues.unrealengine.com/issue/UE-47991
So far I've not been prompted in 4.17 to copy/overwrite/update assets when opening a 4.16 project tho, it just opens the project.______________________________________________
https://www.facebook.com/madhousesoftware
Where sanity is a virtue
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Originally posted by Stephen EllisNative member variables can now make use of uproperty markup to be exposed to Blueprints via ufunction accessors even if the property had been previously exposed directly using BlueprintReadOnly or BlueprintReadWrite markup.
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Originally posted by wilberolive View PostCan anyone tell me what this actually means?
Code:private: UPROPERTY(EditAnywhere, BlueprintSetter=ApplySkin) UCharacterSkinDescription* ActiveSkin; public: UFUNCTION(BlueprintSetter) void ApplySkin(UCharacterSkinDescription* InSkin) { if (InSkin != ActiveSkin) { ActiveSkin = InSkin; USkeletalMeshComponent* MyMeshComponent = GetMesh(); MyMeshComponent->SetSkeletalMesh(ActiveSkin ? ActiveSkin->Mesh : nullptr); MyMeshComponent->OverrideMaterials.Reset(); if (ActiveSkin != nullptr) { for (int32 Index = 0; Index < ActiveSkin->Materials.Num(); ++Index) { MyMeshComponent->SetMaterial(Index, ActiveSkin->Materials[Index]); } } } }
Cheers,
Michael Noland
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Bug discovered in 4.16 verified as continuing to exist in 4.17 Preview. Unable to set screen to any form of windowed mode or otherwise set screen resolution dynamically during runtime.
In the several years I've worked with UE4 I've usually had the opposite problem trying to get a packaged project to enter a full screen mode.
What has been attempted in 4.16:
1. Execute Console Command.
2. Getting User Settings, setting a screen resolution, and then applying that screen resolution.
3. Using an .ini file setting.
4. Command line argument.
Only #4 worked with 4.16
So far with 4.17 only #1 and #2 have been tested. Given the definite lack of response by any staff member when I reported this in the support forum I'm given little reason to doubt that it's been fixed in 4.17 for the other two options.
Only possible work around - Windows only (that I know of).
1. During execution write a bat/cmd file with the new command line arguments and some reference to where the packaged product should restart.
2. Prompt the user with instructions to run the batch command if they wish to continue.
3. Exit and hope the user is still interested in using the packaged product.
4. Thank Epic for returning us back to the days of DOS.
Sorry for sounding snarky but this is a major bug. No package product should be forced to either windowed or fullscreen mode. I was hoping the 4.16.3 would have had the fix but apparently no one thought it worthwhile.
If I'm doing something wrong in trying to do this basic task that has changed since 4.15 I'd dearly love to know but for now I have to either assume that it is a major bug or a new feature that hasn't been explained or documented correctly. I'd happily track down the bug in the engine source but I don't even know where to start with that even.
Right now I have a project that I can thankfully split into two smaller projects, each with its own engine version. I have to use 4.15 with one because of this bug introduced with 4.16+, and use 4.16+ with the other because of a bug that was only fixed in 4.16+. But this means distributing two different copies of the engine. Is this even allowed in the license?!Last edited by Avelworldcreator; 08-03-2017, 10:12 PM.
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