what about new update ?
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Unreal Engine 4.26 released!
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Originally posted by Farshid View Postwhat about new update ?"A little bit of nonsense now and then is cherished by the wisest men..."
-- Willy Wonka
Smooth Zoom Camera Plugin for 4.24 here.
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Would love to try chaos editor in main branch if possible at some point. Using physX vehicles (blueman's plugin which is perfect), but not sure if its possible to get it working with chaos physics. Ideally would have chaos damage for buildings (hoping it would be possible to bring chaos damage collections during runtime for wanted location in open world sandbox) and physX (blueman's plugin) for vehicles.Last edited by SaOk; 12-25-2020, 11:23 AM.
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Is anyone having an issue with widgets?
so i will try to explain this the best i can.
how to reproduce:
1) Make a main widget, add cool stuff.
2) Make a Nest widget add cool stuff to it too.
3) put the nest widget inside the main widget
4) Edit the Nest widget.
once you edit the nest widget the changes are NOT updated in the main widget even if you delete it from the main widget and re add it back.
It seems like the widget is no longer updating its self and its references.
Also noticed a bug with terrain. same problem sort of.
how to reproduce
1) make a level
2) import tiled terrain
3) decide you don't like the new terrain
4) delete the new tiles save and close.
5) re open the map
All the tiles are still listed as sublevels even if the folders and maps are deleted. they can even be loaded up??? seems like they are also not being deleted from memory or their refferences are staying in memory. even deleting intermediate and saved folders terrain is still there.
I'm wondering if garbage collection is broken maybe?
none of the assets are updating anymore.
VictorLerpLast edited by frostic; 12-26-2020, 02:26 PM.
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Originally posted by EddieChristian View PostWhen I enable Layer Editing on an pre-existing Terrain the texture streaming budget goes way up and Building doesn't correct it.
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Originally posted by SaOk View PostWould love to try chaos editor in main branch if possible at some point. Using physX vehicles (blueman's plugin which is perfect), but not sure if its possible to get it working with chaos physics. Ideally would have chaos damage for buildings (hoping it would be possible to bring chaos damage collections during runtime for wanted location in open world sandbox) and physX (blueman's plugin) for vehicles.
PhysX gonna be fully deprecated and forgotten with the next engine release.
Simply contact the plugin's author if he's gonna provide a Chaos version of his plugin. Or simply learn how to implement vehicles based on Chaos, I heard is much better out of the box. Often, it isn't the best idea to heavily rely on third-party plugins for gameplay - you're simply unable to adjust the implementation to your needs.
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Originally posted by SaOk View PostUsing physX vehicles (blueman's plugin which is perfect), but not sure if its possible to get it working with chaos physics.Originally posted by Moth Doctor View PostOften, it isn't the best idea to heavily rely on third-party plugins for gameplay - you're simply unable to adjust the implementation to your needs.
Epic like Plugins because they add-to / increase the value of Blueprints overall.
That means Epic themselves have less work to do exposing more functionality.
But Blueman dropped hints before about not having time for the MP (others too).
So always read marketplace comments or note the # of unanswered questions.----------------------------------------------------------------------------------------------------------
What are the BEST Unreal Tutorials / Docs? There are none tbh... Here's why
Instead its better to just take projects apart (see the free 'creators' listed here)
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Has anyone figured out what causes this when Chaos is enabled?
[2020.12.27-18.27.56:447][ 0]LogWindows: Error: === Critical error: ===
[2020.12.27-18.27.56:448][ 0]LogWindows: Error:
[2020.12.27-18.27.56:448][ 0]LogWindows: Error: Assertion failed: HorizonNext->Vertex == HorizonEdges[(HorizonIdx + 1) % HorizonEdges.Num()]->Vertex [File:E:\UnrealEngine-4.26-chaos\Engine\Source\Runtime\Experimental\Chaos\Public\Chaos\CollisionConvexMesh.h] [Line: 943]
[2020.12.27-18.27.56:448][ 0]LogWindows: Error:
[2020.12.27-18.27.56:448][ 0]LogWindows: Error:
[2020.12.27-18.27.56:448][ 0]LogWindows: Error:
[2020.12.27-18.27.56:448][ 0]LogWindows: Error:
A bunch of us haven't even been able to get their projects to load when chaos is enabled with this error and I've yet to see a comment on it. Sent in a bug report as well. Was curious if anyone had found a workaround, as it doesn't seem to be happening to everyone but it's happening to some was an AnswerHub thread on it to with a numerous people in there having it.
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Originally posted by Moth Doctor View PostOften, it isn't the best idea to heavily rely on third-party plugins for gameplay - you're simply unable to adjust the implementation to your needs.
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Hundreds of projects shipped to all major platforms using my plugins. There's PS5 projects using them as well, soon to be released...
I thought I was doing a good thing, didn't know that "plugins are a bad thing to use".
Maybe I should pick another hobby like building diorama and trains.
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Really enjoying the water system but had a couple issues:
1. Anyone else struggling to get water to show when toggling "Affects Landscape" off? I'm assuming the actor isn't using the correct height but can't seems to figure out why.
"Affects Landscape: off shows some type of dark rendering but it's not geometry and disappears at certain angles:
2. Is there a way to check if the Water Manager is referencing the landscape correctly? Sometimes it auto-updates, sometimes it seems broken, sometimes only some maps generate i.e.
Last edited by JiggyWatt; 12-27-2020, 11:24 PM.
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Water is not rendering even if you have selected enable edit layers when importing terrain.
You can see I got 64 tiles of terrain, An ocean added to the level
it shows a water layer in terrain properties, I can edit terrain layers but the water will NOT render at all.
I have tried everything I can think of....STILL NIL
sky and everything else is working and is super amazing!
VictorLerpLast edited by frostic; 12-28-2020, 02:19 AM.
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Originally posted by Moth Doctor View PostIt's not possible to have 2 physics systems working at the same time. In Unreal you can't even have both compiled at the same time
PhysX gonna be fully deprecated and forgotten with the next engine release.
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