Originally posted by John Alcatraz
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Unreal Engine 4.20 Released!
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The new Niagara FX is very interesting, but u guy should fix the parameter when user can add or not, for example, when i click add button at Emiter Property, i saw spawn module and i add it, but it did nothing, that parameter should be add at Emiter Update, not the Emiter Property, that is very confusing.
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Originally posted by Vexar View PostUMG has an issue with a double outline on text that has a shadows enabled. I posted this in the questions section but haven't heard back. Please see before and after image.
I see what he means but for me I personally prefer the outlined shadow for a lot of ideas i have in mind.
Could we get an option ( if it doesn't exist yet ) for "outline text_shadows" for text objects
edit: That way we could turn it on or off on a "per text object" basis".
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CLion support seems to have improved in 4.20 but still far from perfect.
Generated CMake files doesn't seem to include "*.generated.h" files, what ends in lots of error related to UCLASS, GENERATED_BODY and so on.
I can workaround it by including the intermediate folder where generated.h resides in cmake files, but it get's deleted every time project files are generated as result of adding new classes and such tasks...
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Originally posted by turtledma View PostCLion support seems to have improved in 4.20 but still far from perfect.
Generated CMake files doesn't seem to include "*.generated.h" files, what ends in lots of error related to UCLASS, GENERATED_BODY and so on.
I can workaround it by including the intermediate folder where generated.h resides in cmake files, but it get's deleted every time project files are generated as result of adding new classes and such tasks...
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4.20.1 breaks the motion controller special left input nodes. Can't use it as an action mapping or a direct bp node using rift+ touch controllers.
bp screenshot:
https://prnt.sc/kd2uao
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Niagara looks interesting, but i sincerely hope that cascade will stay too, unless it is possible to easily port existing cascade effects to niagara (like the "uwave" stuff that already needs tweaks to work in current versions of ue4)
"Loosing" all the effects and things that have been created for UE4 over the last years doesnt sound very useful, i think. (For me personally, this would be a massive issue, which would me take weeks to recreate everything, and i probably still would loose some effects forever.)
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regarding 4.20 in general, have not encountered any issues so far, which is nice :PLast edited by Yaeko; 07-31-2018, 11:44 AM.
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Originally posted by ldo View PostIn 4.20 I have got a bug with tessellation in viewport.
In closeup it look ok, but when I zoom out i get black outlines and another tessellation bugs.
Same scene tested in 4.19 and works ok.
https://www.youtube.com/watch?v=91Ni...ature=youtu.beOriginally posted by Omar Vector View PostFor 4.20 , There is strange bug .
When I start VoiceCapture inside android , runtime permission shown up and I can see captured data after the app start , however if I close the app and run it again, VoiceCapture state become OK but No voice data . 0 bytes .
I tried to debug that with android studio profiler , and I found this error pop up when the app start for 2nd time : E/AudioRecord(24604): start() status -38 , and then bytes are always 0 . I dont know even a right description for this case to report a bug about it . could anyone help .
Here is the full LOGOriginally posted by frostic View Post4.20.1 breaks the motion controller special left input nodes. Can't use it as an action mapping or a direct bp node using rift+ touch controllers.
bp screenshot:
https://prnt.sc/kd2uaoOriginally posted by Vexar View PostUMG has an issue with a double outline on text that has a shadows enabled. I posted this in the questions section but haven't heard back. Please see before and after image.
Thank you for reporting these bugs, but for us to investigate, please use the Bug Submission Form to enter a report with as much information as you can provide, including reproduction steps and/or a reproduction project so that we can see the behavior.
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Originally posted by Yaeko View PostNiagara looks interesting, but i sincerely hope that cascade will stay too
Matinee is not needed anymore because of Sequencer, but it's still in the engine. Probably for licencess which built Matinee-based tools.
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Originally posted by Cheshire Dev View Post
No worries, man. Epic usually keeps old systems for a long time.
Matinee is not needed anymore because of Sequencer, but it's still in the engine. Probably for licencess which built Matinee-based tools.Freelancer Game Dev Generalist and Unreal Consultant | Portfolio
Unreal products: Dynamic Picture Frames, Neo Kinect
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Niagara, wow, pretty cool... but then I still sometimes see the screen in 2d and say 'how does this light know that that particular pixel is something to bounce off and not the other' and 'there are no directions on a flat screen, just left right up and down'... 3d (chuckle) what a trip... you truly are wizards :-) ...
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About the new curve atlas:
The docs state "The Curve Atlas bakes down when it is compiled, which means there is currently no runtime support for changing what is in the atlas or the curve data that is stored in the atlas at runtime. However, you can store a large amount of data in a single Curve Atlas, and use Blueprint to override the curve being sampled from a Material Instance."
So, how do you override the curve being sampled using BP? Let's say I have a material with a curve atlas parameter filled with two linear color curves, GrayRocks and RedRocks. Default is GrayRocks. I create a MID in BP. How do I (in BP) change the the active curve from GrayRocks to Redrocks?
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Originally posted by cyaoeu View PostAbout the new curve atlas:
The docs state "The Curve Atlas bakes down when it is compiled, which means there is currently no runtime support for changing what is in the atlas or the curve data that is stored in the atlas at runtime. However, you can store a large amount of data in a single Curve Atlas, and use Blueprint to override the curve being sampled from a Material Instance."
So, how do you override the curve being sampled using BP? Let's say I have a material with a curve atlas parameter filled with two linear color curves, GrayRocks and RedRocks. Default is GrayRocks. I create a MID in BP. How do I (in BP) change the the active curve from GrayRocks to Redrocks?
To do this, use the Get Curve Position node to get your curve's position in the atlas, then pass that to Set Scalar Parameter on your MID.
You can see an example setup here:
https://docs.unrealengine.com/en-us/...sesInMaterials
Thanks!
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