texture switch random per instance any help
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Raed Abbas repliedOriginally posted by Amanda.Bott View Post
PS4:- 5.508.031
- Firmware Version 5.530.011
Are those minimum or strictly those requirements?
This is a desperate question to hopefully save my old projects and merge them over to 4.22.
Cheers
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RVillani repliedOriginally posted by Arcane View PostAre we ever going to have the ability to render out of Sequencer with an alpha channel ? One that takes in to account additive materials ? Am I missing something - how are you being at the forrefront of film productions when you can't render out an alpha channel - I don't get it . I just went into 4.22 and rendered out anything that could work and the opacity is completly black - I made 2 materials one additive and one transpartent with a fresnel and only the translucent material showed up in the transluecent layer but black in the opacity ??? Why
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Arcane repliedAre we ever going to have the ability to render out of Sequencer with an alpha channel ? One that takes in to account additive materials ? Am I missing something - how are you being at the forrefront of film productions when you can't render out an alpha channel - I don't get it . I just went into 4.22 and rendered out anything that could work and the opacity is completly black - I made 2 materials one additive and one transpartent with a fresnel and only the translucent material showed up in the transluecent layer but black in the opacity ??? Why
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DonFrag repliedOriginally posted by Matthew J View Post
Hello,
Thank you for these details. We currently have a bug submission that I'm taking a look at about this issue. Please keep an eye on our public issue tracker for a bug report to be entered.
Thanks
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avzo repliedOriginally posted by zompi2 View PostHi.
I encountered the following issue:
When I'm packaging the game for IOS in Shipping from Editor and I have the "Support bitcode in Shipping" option enabled the build fails with the following error:
Code:ld: bitcode bundle could not be generated because '/Users/user/UE4/Builds/SKU1112/D/Engines/UE4/UE_4.20/Engine/Source/ThirdParty/mtlpp/mtlpp-master-7efad47/lib/IOS/libmtlpps.a(command_buffer_fence.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build file '/Users/user/UE4/Builds/SKU1112/D/Engines/UE4/UE_4.20/Engine/Source/ThirdParty/mtlpp/mtlpp-master-7efad47/lib/IOS/libmtlpps.a' for architecture arm64
It seems the thirdparty has been built without bitcode support. I'd be nice to get this file to be able to build with the bitcode
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lior berko repliedI found bug over the Control Rig , the mesh already have a skeleton and when I using the option base_human it's totally destroy her shape:
"http://i.epvpimg.com/OyDidab.png"
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RVillani repliedOriginally posted by stefan872 View PostHi, I have a problem with updating plugin from 4.19 to 4.20 version.
(484): error C2248: 'UWorld::StreamingLevels': cannot access private member declared in class 'UWorld'
In all my cases I found out Epic replaced the direct access for a getter method. And searching the docs I found one for StreamingLevels as well, that returns exactly the type you declared there, but constant. So just change that line into
Code:const TArray<ULevelStreaming*>& Levels = World->GetStreamingLevels();
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stefans998 repliedHi, I have a problem with updating plugin from 4.19 to 4.20 version.
This is 4.19 code:
483: TArray<FString> Streaming;
484: TArray<ULevelStreaming*>& Levels = World->StreamingLevels;
485: for(ULevelStreaming* EachLevel : Levels)
486: {
487: if(!EachLevel) continue;
488:
489: FString NoPIELevelName = UMySaveLibrary::RemoveLevelPIEPrefix(EachLevel->GetWorldAssetPackageName());
490:
491: Streaming.Add(NoPIELevelName + FString("=") + BOOLSTR(EachLevel->IsLevelVisible()));
492: }
493: Ar << Streaming;
Here is the log:
(484): error C2248: 'UWorld::StreamingLevels': cannot access private member declared in class 'UWorld'
H:\Games\Epic Games\UE_4.20\Engine\Source\Runtime\Engine\Classes\Engine/World.h(796): note: see declaration of 'UWorld::StreamingLevels'
H:\Games\Epic Games\UE_4.20\Engine\Intermediate\Build\Win64\UE4Editor\Inc\Engine\LevelStreamingKismet.generated.h(12): note: see declaration of 'UWorld'
I know that in 4.20 version is changed functions for level streaming, but I don't know which one I need to use.
Thanks in advance.
Last edited by stefans998; 10-17-2018, 02:40 PM.
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kbswaff repliedI'm brand new to the forum and I don't know how to start a new topic.
I started writing a message and then was denied with private message quota exceeded (and that was the first thing I ever wrote)
I tried installing Unreal Engine on my Win10 PC, 6-core i7 8750, GTX 1060-6gb VRAM, 16gb 2666MHz RAM, and Nvidia driver Version 416.34 Release Date: 10.11.2018
but I received an error message saying "Unsupported Graphics Card, There is a problem with your graphics card. Please ensure your card meets the minimum system requirements and that you have the latest drivers installed."
Any help with this issue would be greatly appreciated.
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bstone repliedOriginally posted by Spoondog View PostCode:Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_C /Game/Blueprints/Weapons/SNF_Weapon_Part.Default__SNF_Weapon_Part_C because its class does not exist Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_Barrel_C /Game/Blueprints/Weapons/SNF_Weapon_Part_Barrel.Default__SNF_Weapon_Part_Barrel_C because its class does not exist [2018.07.22-01.33.31:364][815]LogLinker: Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_Body_C /Game/Blueprints/Weapons/SNF_Weapon_Part_Body.Default__SNF_Weapon_Part_Body_C because its class does not exist [2018.07.22-01.33.31:367][815]LogLinker: Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_Clip_C /Game/Blueprints/Weapons/SNF_Weapon_Part_Clip.Default__SNF_Weapon_Part_Clip_C because its class does not exist [2018.07.22-01.33.31:369][815]LogLinker: Warning: Unable to load PhysicsSerializer with outer SNF_Weapon_Part_Grip_C /Game/Blueprints/Weapons/SNF_Weapon_Part_Grip.Default__SNF_Weapon_Part_Grip_C because its class does not exist
P.S. I've just fixed my case by redoing my (still prototype) weapons from scratch to not use ISM components. But some may not be so lucky.
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Stalks repliedIs it possible to scale the HLOD transition distance in 4.20? The old cvar is gone, and it seems like the only option is to override it to a specific distance.
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