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Unreal Engine 4.20 Preview

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    #31
    Originally posted by 8Infinite8 View Post

    Thanks I can see the hook in the lights but it's a barely noticable effect on the skin. There's also no hook in the skin shader for transmission? Backscatter as it was previously listed is purely for the soft top level SSS not true backscatter or transmission as Epic call it now. I hope on full release their will be indepth documentation.
    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?
    Lighting Artist @ Crystal Dynamics
    Former Lighting Artist @ Obsidian Entertainment
    ArtStation

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      #32
      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?
      Thanks. Yeah I just tried the spotlights, slightly better but not much control. There is very little control over the transmission, seperating it from backscatter (overall skin depth). There doesn't seem to be a way to ramp up the SSS transmission, nor any control over how soft it can be. If we take the sort of controls that Toolbag 3 offers for example. Directional lights seem to do nothing! I will mess around some more.
      _________________________________________________
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      www.triplegangers.com

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        #33
        HISM 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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          #34
          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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            #35
            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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              #36
              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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                #37
                Originally posted by lotodore View Post
                HISM navigation is broken, similar to the issues that were in 4.17. Hopefully, this time it gets fixed until the final release.
                Well it turns out that the configuration sections for navigation were renamed and are not being automatically converted. So you need to change your DefaultEngine.ini.

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                  #38
                  The new depth of field is nothing short of incredible:

                  LinkedIn | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP | 4.17.2 | 4.16.2 | 4.15.3 | 4.14.3

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                    #39
                    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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                      #40
                      Editor crashes after interacting with the viewport for more than a couple seconds for me. I sent a crash report.

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                        #41
                        Originally posted by BrUnO XaVIeR View Post
                        It's baffling to see experienced cpp engine programmers somehow managed to introduce such massive memory leaks.
                        I don't think it is. Everyone makes a mistake sometime... it's baffling that they are ignoring the issue and not fixing it.

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                          #42
                          Very nice!Thanks a lot!

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                            #43
                            Originally posted by DarkS474 View Post
                            So 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.
                            Yep, that's the reason I have not updated to CS 2017 as well. It would be interesting to hear what new features of VS2017 Epic uses for the UE 4.20 and why these new features were so urgently required.
                            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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                              #44
                              Originally posted by MaximumDup View Post
                              The new depth of field is nothing short of incredible:
                              I don't understand. Are you telling me Epic invests time and money in order to make the screen look blurry? Why in the world would I want to make part my gamescreen blurry? I mean I get it that human eyes are imperfect but why would I want to simulate that?
                              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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                                #45
                                I hope.... Finally...

                                Unreal adds: Directional Gravity for Characters.

                                It has been requested since forever, to enable character BP to walk around spherical planets for sinlge player and multiplayer, right now it´s only posible with paws,

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