Originally posted by ixicalibur
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Nilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
Join us at Discord: https://discord.gg/FUwTvzr
UE4 Marketplace: Cloudscape Seasons
supporting: Community FREE Ocean plugin
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Originally posted by Leviboy98 View Post
It would be amazing if they implemented custom gravity, however It most likely will never happen. I have tried to create my own character movement component, so I dug around a bit.
The movement is very complicated behind the scenes, so i think it would take some serious effort to implement custom gravity. Also they would have to rework the whole navigation system for AI too and maintain backwards compatibility with the original gravity system.
Project is Custom Gravity Examples found here: https://ue4resources.com/pluginsNilson Lima
Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
Join us at Discord: https://discord.gg/FUwTvzr
UE4 Marketplace: Cloudscape Seasons
supporting: Community FREE Ocean plugin
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Originally posted by kurylo3d View Post
Compare to non-gpu light mass instead to be sure. I think static lights are multiplied in a way by reflection captures (image based lighting), so they may be overly dim or bright or colored wrong with a poor reflection capture.
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UCameraShake is no longer available. There is a UCameraShakeBase though.
How do we pass a UCameraShakeBase to APlayerController::ClientPlayCameraShake?
Is there another APlayerController call I should use to shake the camera?
PlayerController.h there is ClientStartCameraShake and ClientStopCameraShake.
Last edited by Jerry.Richards; 10-01-2020, 02:47 PM.
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HELP
Getting crash error when using GPU Lightmass -----
Fatal error: [File:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 258] Direct3DDevice->CreateComputeShader((void*)CodePtr, CodeSize, nullptr, Shader->Resource.GetInitReference()) failed at D:/Build/++UE4/Sync/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Shaders.cpp:286 with error E_INVALIDARG
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_D3D11RHI
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_GPULightmass
UE4Editor_GPULightmass
UE4Editor_GPULightmass
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll
Inside Project setting - "Default RHI" option is not visible.
Using GTX1060 card
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Originally posted by muchcharles View Post
Compare to non-gpu light mass instead to be sure. I think static lights are multiplied in a way by reflection captures (image based lighting), so they may be overly dim or bright or colored wrong with a poor reflection capture.
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Originally posted by kurylo3d View Post
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UE4.26.0 Preview 1 crashes when trying to Cook Content for Windows. As such the builds fail too.
It may be worth noting that I can play in the "Selected Viewport", "New Editor Window (PIE)", and "Standalone Game" without any problems. As far as I can tell most of the content (assets) are in the different levels.
Last edited by Jerry.Richards; 10-01-2020, 08:53 PM.
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Originally posted by VictorLerp View PostPREVIEW![*]Zen Loader (Beta). Next-generation consoles will have improved load times, a new input/output mechanism that offers a low-overhead interface for data access. The APIs will interface with next-generation storage APIs that will enable data to be read directly into target memory with minimal CPU overhead.[/LIST]
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VictorLerp Is there any way we can get the OpenXRHmd module opened up a bit more?
They did a good job providing accessors to a lot of the private variables in it (System, Instance, Session, ect). However the TArray<FDeviceSpace> DeviceSpaces; array is private and inaccessible with no getter. It would be a ton easier linking on extra OpenXR stuff if that was accessible without trying to iterate around in other ways.
Just a GetDeviceSpaces() function would do.
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