Originally posted by 8Infinite8
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Originally posted by rosegoldslugs View Post
I did notice that the directional light didn't do what I'd expect, but the spotlights were working fine, if a little weak by default but I wasn't using any correct values or exposure. You can adjust both the specular lobe roughness and transmission settings in the Subsurface Profile actor. I'm not sure how they correlate with the material properties though, perhaps just a multiplier to what is set in the profile?_________________________________________________
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Are the Material Layers accessible through BPs at runtime in 4.20? This is a feature our dev team has been waiting for as well. I know the 4.20 Preview 1 is released just recently but I have not seen any news regarding to this feature that's been talked about.
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Yes depth of field have artifacts.
and what changed about alembic?? Its take same amount of time and ram for importing large alembic files(skeletal animation)Last edited by silvermehran; 06-06-2018, 05:24 PM.
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I really really hope the issue of spawning particles and having secondary materials gets fixed in 4.20. or at least make it so we can export chunks again.
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Originally posted by lotodore View PostHISM navigation is broken, similar to the issues that were in 4.17. Hopefully, this time it gets fixed until the final release.
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LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP
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I started a game from scratch with new version, and do a C++ class, create a blueprint as the C++ class as it's base, edit mesh, crash. This has happened multiple times now. Now my engine won't re-build and can't do anything with it.
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Originally posted by DarkS474 View PostSo from now on Visual Studio 2017 will be mandatory from 4.20 release onwards and Visual Studio 2015 can't be used anymore? I still see a lot of serious bugs and stability issues on all major forums and not only the Microsoft ones about VS2017 and that worries me then because any VS bug/issue would add to any bug in UE4 itself and it could become a real nightmare. Not that VS2015 is perfect but it still is far more reliable.
I don't think updating just for update's sake is a good idea. I had VS2017 installed last year and it was horribly laggy. I din't get to encounter any crashes or so since I uninstalled it again, but my experience with that thing wasn't good and the complaints I read on different sites confirmed my aversion against that release.
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Originally posted by MaximumDup View PostThe new depth of field is nothing short of incredible:
That makes no sense. What would make sense is to use resources to fix bugs that have been around since 4.19, which is btw why I haven't updated since 4.18 and won't until I read here that these hickups are fixed at the very least
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