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Unreal Engine 4.18 Released!

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  • #46
    Originally posted by dvd.kh View Post
    thanks Epic ... now waiting for Lightmass over GPU!! [such as CUDA base] :]
    It should be OpenCL because Radeon users cannot use proprietary CUDA.
    TOX - Set yourself free from Skype in future

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    • #47
      Originally posted by AE_3DFX View Post

      It should be OpenCL because Radeon users cannot use proprietary CUDA.
      As far as i know, AMD is working on a "translation" to enable their customers to use CUDA. (Whereas "AMD" means "Radeon Technology Group")

      But I generally prefer a "nvidia-free" unreal engine, so openCL would be nice.

      =============
      Regarding the Volumetric Lightmaps.

      No streaming?
      Doesnt that make them pretty useless? (Or is it possible to have one volume in each level you load?)

      Guess I need to do some experiments with them.
      Last edited by Yaeko; 10-25-2017, 07:27 AM.

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      • #48
        Originally posted by Imsopov View Post
        Arkit working building from windows now?
        Yes it does. I downloaded the new sample, deleted everything relate to android with an empty project file and compiled directly using windows.

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        • #49
          I have a question about non-parallel projections (The VR update for non-planar HMD screens)

          1. Is this basically off-axis projection?
          2. If so, can I use this out of VR, and can I update the projection on every tick?
          3. Can I use it on a render target?

          I've got a few applications for off-axis projection - One of them though is a realistic gun scope in VR. I think using an off-axis calculation on a render target you'd be able to create a scope that looks like proper optics rather than a 2D screen stuck on the back of the gun. You'd actually have to line up your eye and sight through the scope. Current implementations of scopes are just render targets from zoomed in cameras in the gun and look the same no matter what angle you look at it from. It should look more like the video in the link, and I think with off-axis support it should be possible.
           

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          • #50
            Originally posted by SRombauts View Post
            Git Plugin Changelog for UE 4.18:
            - Git plugin: fix action icon in history window #3897
            - Git plugin: add "branch source" in history window #3933
            Cheers!
            Currently we can't use history or diffing on umap files. Is there a reason for that, or just not implemented yet?

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            • #51
              Finally
              UE4 Development [TARTARUS | Object Inspection System | Pattern Lock]
              Let's Connect [Twitter]

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              • #52
                Somehow when i lunch it its stuck at 45%
                Update: Working fine have to wait littler longer
                Last edited by Demonith; 10-25-2017, 09:45 AM.

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                • #53
                  There must be a problem in Textureparam2D in Master Material to Materail Instance. Its doesnt override the Texture sample in Material Instance. Worked fine in UE16.2..

                  ->Ok ive found it, its very simplified in UE18.
                  Last edited by theevil128; 10-25-2017, 01:59 PM.

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                  • #54
                    Originally posted by Zeblote View Post
                    Currently we can't use history or diffing on umap files. Is there a reason for that, or just not implemented yet?
                    Well, I have done that just a day ago under UE4.17. It works and give you a diff of the Level Blueprint

                    Are you talking of the Git plugin? Using Git itself, not Git LFS? Are you using the Binary/Launcher version of the Engine, with the default plugin? Anything special with you project? Can you give it a try on a default empty project?
                    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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                    • #55
                      Originally posted by SRombauts View Post

                      Well, I have done that just a day ago under UE4.17. It works and give you a diff of the Level Blueprint

                      Are you talking of the Git plugin? Using Git itself, not Git LFS? Are you using the Binary/Launcher version of the Engine, with the default plugin? Anything special with you project? Can you give it a try on a default empty project?
                      I'm using a custom build based on 4.18, the repo is set up to use git lfs for all binary files like uasset, umap, etc. I'm assuming it uses the default plugin if you set the source control to git in the editor?

                      History and diff for blueprint and other assets work fine, but the maps only have one option available, "Refresh".

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                      • #56
                        Originally posted by Zeblote View Post

                        I'm using a custom build based on 4.18, the repo is set up to use git lfs for all binary files like uasset, umap, etc. I'm assuming it uses the default plugin if you set the source control to git in the editor?

                        History and diff for blueprint and other assets work fine, but the maps only have one option available, "Refresh".
                        Well, I retested under 4.18, without LFS, I am able to show history of a umap asset. I am unable to diff two successive révision, but I can go to the Level BP editor and diff the current review with any old one
                        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

                        Comment


                        • #57
                          Originally posted by SRombauts View Post

                          Well, I retested under 4.18, without LFS, I am able to show history of a umap asset. I am unable to diff two successive révision, but I can go to the Level BP editor and diff the current review with any old one
                          I'm more interested in a diff of the level itself, so placed actors and their settings. If that's not a thing, maybe it can create a text diff for p4 like it does with materials and other assets?

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                          • #58
                            Amazing update as always!! Love all the new improvements.
                            ARTSTATION: https://www.artstation.com/artist/noisestorm

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                            • #59



                              Very very impressive. Great VR times ahead. But this configuration of bounce lights and skylights will be documented? Or...can you share (please!) for example the file of the image above?

                              Very thanks people!
                              Last edited by Zoan_Fi; 10-25-2017, 01:06 PM. Reason: basic corrections

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                              • #60
                                Originally posted by Link_AJ View Post
                                I get an error when upgrading my 4.17.2 project to 4.18, when generating the visual studio files:

                                Failed to generate project files.

                                Running C:/Program Files/Epic Games/UE_4.18/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/RyzenAJ/Desktop/ViveShooter/Project_DD_2017/Project_DD.uproject" -game -rocket -progress
                                Discovering modules, targets and source code for project...
                                While compiling C:\Users\RyzenAJ\Desktop\ViveShooter\Project_DD_2017\Intermediate\Build\BuildRules\Project_DDModuleRules.dll:
                                ERROR: c:\Users\RyzenAJ\Desktop\ViveShooter\Project_DD_2017\Source\Project_DD.Target.cs(19,12) : error CS0122: 'UnrealBuildTool.UEBuildBinaryConfiguration' is inaccessible due to its protection level
                                ERROR: c:\Users\RyzenAJ\Desktop\ViveShooter\Project_DD_2017\Source\Project_DD.Target.cs(17,23) : error CS0051: Inconsistent accessibility: parameter type 'ref System.Collections.Generic.List<UnrealBuildTool.UEBuildBinaryConfiguration>' is less accessible than method 'Project_DDTarget.SetupBinaries(UnrealBuildTool.TargetInfo, ref System.Collections.Generic.List<UnrealBuildTool.UEBuildBinaryConfiguration>, ref System.Collections.Generic.List<string>)'
                                ERROR: c:\Users\RyzenAJ\Desktop\ViveShooter\Project_DD_2017\Source\Project_DDEditor.Target.cs(19,12) : error CS0122: 'UnrealBuildTool.UEBuildBinaryConfiguration' is inaccessible due to its protection level
                                ERROR: c:\Users\RyzenAJ\Desktop\ViveShooter\Project_DD_2017\Source\Project_DDEditor.Target.cs(17,23) : error CS0051: Inconsistent accessibility: parameter type 'ref System.Collections.Generic.List<UnrealBuildTool.UEBuildBinaryConfiguration>' is less accessible than method 'Project_DDEditorTarget.SetupBinaries(UnrealBuildTool.TargetInfo, ref System.Collections.Generic.List<UnrealBuildTool.UEBuildBinaryConfiguration>, ref System.Collections.Generic.List<string>)'
                                ERROR: UnrealBuildTool Exception: Unable to compile source files.

                                It looks like some things might have not been converted a while ago and they are causing issues with conversions to 4.18.

                                Change these files:
                                ...Unreal Projects\YourProject\Source\YourProject\YourProject.Build.cs"
                                ...Unreal Projects\YourProject\Source\YourProject\YourProject.Target.cs"
                                ...Unreal Projects\YourProject\Source\YourProject\YourProjectEditor.Target.cs"

                                Follow the recommendations from roman94v here: https://forums.unrealengine.com/deve...ansition-guide

                                The SetupBinaries() method is no longer needed.
                                Last edited by MidwestVG; 10-25-2017, 02:41 PM.

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