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    Deterministic Actor-specific physics which network-replicate correctly for vehicles etc, when?

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      Originally posted by The_Distiller View Post
      Tim Hobson I can import static hair no problem but I wonder if the documentation will include how to make it dynamic via Niagara? I'm also curious whether it'll be possible in the future to drive the hair color by an underlying mesh or a map and not just one solid color? Thx!
      To apply physics, do the following:
      1. - Add a Niagara Particle System Component as a child of your Groom Asset
        1. If it's in the world, do this through the level details panel and select "add component"
        2. If it's in a BP, do this through the components window and make it a child of the Groom component
      2. Select the Niagara Particle System Component and next to the Niagara asset assignment box, you'll want to select the Niagara Emitter called GroomAssetSystem.
        1. If you don't see it in the list, be sure that you've enable the view options to show Engine Content and Plugin Content and that you've enabled the Plugins for Niagara and Niagara Content as well as both Groom plugins.
      This particular Niagara emitter comes with a bunch of properties that you can adjust to change how your hair behaves. Docs will be published with more details about all of this when 4.24 is released.
      Tim Hobson | Learning Resources | Epic Games
      UE4 Documentation

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        Thanks for the prompt and detailed answer Tim!
        ArtStation

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          Does anynoe try Almbic curve import UE?
          I can't find any parameters for dynamic fur

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            Is it possible to dynamically change the hair count?

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              Are there any examples or information on how to edit the landscape at runtime instead of the editor? Everthing I've seen so far only shows the tools being used in the editor, but this:

              Up until now Landscape data could be imported and/or edited from the Landscape Editor Mode only. This new feature opens the Landscape data to Blueprints.
              implies that the landscape can be edited at runtime. Is this true? What steps are needed to make this work?

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                Originally posted by 3DMoss View Post
                Are there any examples or information on how to edit the landscape at runtime instead of the editor? Everthing I've seen so far only shows the tools being used in the editor, but this:



                implies that the landscape can be edited at runtime. Is this true? What steps are needed to make this work?
                You will find the info at this recently added Epic video :

                Nilson Lima
                Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
                Join us at Discord: https://discord.gg/uFFSEXY

                UE4 Marketplace: Cloudscape Seasons
                supporting: Community FREE Ocean plugin

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                  Thanks, I've watched that video, but all of the landscape tools appear to be editor only. I haven't been able to get the landscape blueprint brushes to make any changes to the landscape at runtime. They just seem to be baked in to the layers when the game is played. At this point, I just would like to know if it is even possible.

                  People have been asking for a way to edit the landscape at runtime for a long time, and I thought we finally were given the ability to do so (without heavy source modifications), but it looks like this is just more editor tools, which is really dissappointing. Unless I'm missing something?

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                    Originally posted by 3DMoss View Post
                    Thanks, I've watched that video, but all of the landscape tools appear to be editor only. I haven't been able to get the landscape blueprint brushes to make any changes to the landscape at runtime. They just seem to be baked in to the layers when the game is played. At this point, I just would like to know if it is even possible.

                    People have been asking for a way to edit the landscape at runtime for a long time, and I thought we finally were given the ability to do so (without heavy source modifications), but it looks like this is just more editor tools, which is really dissappointing. Unless I'm missing something?
                    Runtime editing of landscapes is not supported with these new features, as the note mentioned, they are Editor-only.

                    The wording could have been clearer on the note that was posted with the preview, however, keep in mind that a lot of the notes there are still in an early draft phase and are subject to many revisions on the path to release. Apologies for the confusion and we'll strive to be more clear with future releases.
                    Last edited by Tim Hobson; 11-24-2019, 01:19 AM.
                    Tim Hobson | Learning Resources | Epic Games
                    UE4 Documentation

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                      I have a question about: Modeling Mode Sculpting Tools (Experimental).
                      Sculpting Tools are a subset of the Modeling Tools Editor Mode. We know that this kind of tool is of particular interest to artists, so we wanted to give you some details! The feature is a simplified version of 3D sculpting found in DCC tools like Mudbox or ZBrush. The basic concept is the same: you click and drag on your mesh to push the vertices around.
                      ."

                      Will we be able to create a character and apply a skeleton to it within the viewport? Or perhaps , export the sculpture then re-import or save it as a skeletal mesh? That would be EPIC!

                      And this here!? "
                      As an ongoing initiative, integrated PixelStreaming with UE4 Media Framework. This allows basic Pixel Streaming playback inside UE4."
                      Just awesome!
                      Current Job: Graphics and Marketing for a pretty cool company.
                      Current tools: 3dsMax , Solidworks, Composer, AutoCad, Photoshop etc.
                      Former solar designer.
                      Hobbies: Flying drones. Unreal Engine 4.

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                        Any word on if we'll see fixed raytraced shadows (as in without using the console command to turn off temporal accumulation) cos atm they're horribly broken when something moves in the shadow...

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                          If you make the ArchViz template, place a sphere and apply an unlit material, it shows up black - what's up with that?
                          George Rolfe.
                          Technical Coordinator at Orbit Solutions Pty Ltd.

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                            For whatever reason, when i got the option to install Version 4.24, I lost the ability to use Version 4.23. Does anyone have a solution that could work?

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                              Originally posted by HRound View Post
                              For whatever reason, when i got the option to install Version 4.24, I lost the ability to use Version 4.23. Does anyone have a solution that could work?
                              I don't know why it's not showing up in the launcher, but you should still be able to find your 4.23 installation, go to the Engine/Binaries/Win64 folder and run UE4Editor.exe.

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                                Originally posted by Tim Hobson View Post

                                Runtime editing of landscapes is not supported with these new features, as the note mentioned, they are Editor-only.

                                The wording could have been clearer on the note that was posted with the preview, however, keep in mind that a lot of the notes there are still in an early draft phase and are subject to many revisions on the path to release. Apologies for the confusion and we'll strive to be more clear with future releases.
                                Tim Hobson Hallo Tim, thanks for the clarification. If runtime editing of landscapes is not supported (a pity) how about runtime instancing of procedural meshes (please see post #266 https://forums.unrealengine.com/unre...23#post1689623)?

                                Is it possible now (that would be huge for developing runtime streaming of synthetic environment in 3DTiles or OpenFlight formats) or not, any ideas?

                                Best
                                Andreas

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