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    #46
    Originally posted by SwiftIllusion View Post
    ... math expression nodes... addons like iTween for UE4 that relied on countless math expresion nodes basically have to rebuild everything in a more convoluted way if they want people to be able to build projects with it.
    On that note, I was also hoping 4.6 would fix the math expression node build issue. This is just a preview so more work is to be done before 4.6 stable. There's hope. Our plan for iTween is to wait for the final version and cross our fingers. If we don't have a fix from Epic for MENs by then, we'll re-do the expressions using single operation nodes collapsed to functions. We just hope it won't come to that

    Epic pls
    Procedural, modular, on-the-fly animation - iTween For UE4
    - Actors - Components - UMG - Ease In - Ease Out - Path-constrained Animation - $0

    Runtime Datatable
    -All the fun of DataTables dynamically loaded from text or Google Sheets while your game is running!

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      #47
      Originally posted by JedTheKrampus View Post
      Still hoping you guys can merge my pull request at some point in some form. It's SO, SO IMPORTANT to artists to have a correct tangent basis for their work to look correct, and people working from programs that can't export tangents are really being left out in the cold here.
      +1 this is really important to me, please get this pull request in the engine asap
      TOUR of DUTY

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        #48
        The performance improvements are impressive. Thanks for that.

        Some issues:
        - erosion of terrain does not work. I get a crash everytime i try to use it.
        - the behavior of the branch node in materials changed. The input pin >= is now a > but the label is still >=.
        - activating the rift mode is a bit unstable
        - still no gamepad support in umg

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          #49
          This is great! I'm glad emissive lighting is making a return and really looking forward to utilizing that. I'm really excited about the parallel rendering and async level streaming and it definitely will be making a huge improvement to the prototype I'm working with. @DanielW or any other graphics programmer, I have a question regarding future support for SLI and NVidia's VR Direct. I know based off of earlier posts a couple months back, there was some discussion about this and it was stated I believe that because of the design of the renderer, it would be very problematic for Epic. Now that the rendering looks to be segregated in 4.6, will this allow the team to implement SLI without major repercussions? At the least for VR support, VR Direct is stated that is uses a form of AFR but assigns each GPU to each eye. Is there any talk currently going on internally where considerations for these features is something the team is actively thinking about?

          Other than that, 4.6 is going to be a pretty solid build of the engine and cannot wait to get my hands on the final release. Thanks again guys!

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            #50
            Another question for DanielW:

            I am still seeing a 16 texture sample limit in 4.6 Preview, did the change not make it in time for 4.6-Preview? Please tell me it will be in 4.6 proper, I need this badly!!
            Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

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              #51
              Originally posted by DotCam View Post
              Another question for DanielW:

              I am still seeing a 16 texture sample limit in 4.6 Preview, did the change not make it in time for 4.6-Preview? Please tell me it will be in 4.6 proper, I need this badly!!
              Hey DotCam! I cannot believe I missed that post. OMG, so after all these years, we may get to sample up to 128 unique textures?! That's mind-blowing... DanielW, please answer this one first before mine The opportunities this is going to present is freaking amazing!!! This is extremely exciting!!!

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                #52
                I've converted a project from 4.5.1 to 4.6 Preview.

                I've changed some deprecated nodes relative to UMG.
                I've fixed something like "Internal Compiler Error: Duplicate property" collapsing the nodes to functions.

                Now I've a problem with my Save system, because my nodes don't create the Save Slot. I don't know why. Tomorrow I'll try again with a new project.

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                  #53
                  Originally posted by MC Stryker View Post
                  Hey DotCam! I cannot believe I missed that post. OMG, so after all these years, we may get to sample up to 128 unique textures?! That's mind-blowing... DanielW, please answer this one first before mine The opportunities this is going to present is freaking amazing!!! This is extremely exciting!!!
                  I know right? 128 is a huge change! Although I vow to create a material that uses up all 128 samplers as well (it will be called "M_Chaos")...

                  But in all seriousness, as it stands currently for my ocean material, I am only able to use 6 samplers with the rest eaten up by TLM-Surface (4 of them just for that!), Dynamic lighting and translucency... needless to say, I can not move forward with my ocean material, and I am using ever channel of every sample I have currently. I need to add 1 more sampler!

                  So DanielW... Give me the powers!! I will stress test for you!
                  Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

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                    #54
                    Originally posted by Sahkan View Post
                    No pictures ? :P
                    Not anymore for the Preview releases. Pulling the full Release Notes together is actually a lot of work, and it's been a challenge having them ready in time for the Previews. So just like it's a preview of the next Engine release, it's also a preview of the next Release Notes.
                    Stephen Ellis | Enterprise Program Coordinator

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                      #55
                      Does it have Linux + ARM compiling?

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                        #56
                        Originally posted by DotCam View Post
                        I know right? 128 is a huge change! Although I vow to create a material that uses up all 128 samplers as well (it will be called "M_Chaos")...

                        But in all seriousness, as it stands currently for my ocean material, I am only able to use 6 samplers with the rest eaten up by TLM-Surface (4 of them just for that!), Dynamic lighting and translucency... needless to say, I can not move forward with my ocean material, and I am using ever channel of every sample I have currently. I need to add 1 more sampler!

                        So DanielW... Give me the powers!! I will stress test for you!
                        You should add... "Will Work For Texture Samples"

                        M_Chaos, haha, that will be the Destroyer of all Materials and may bring upon the end of the world lol! The possibilities for various shader effects and/or master materials will be extremely awesome and it's going to allow much more complex materials then ever before... I mean that's a freaking 16x improvement over sampling limitations for god knows how long

                        I hope this makes 4.6! And DanielW, let me know when you can what you think about SLI/DirectVR. I have a second 980 GTX sitting here and deciding if I should keep it or return it. Thanks and keep up the great work!

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                          #57
                          Still no VR support for UMG?

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                            #58
                            For me, it broke Android deployment. Back on 4.3 I installed and I could successfully build and launched from the editor.

                            Now that I installed the 4.6 preview, it says I'm missing required components or environment variables. I followed instructions on the link https://docs.unrealengine.com/latest...ted/index.html (thought it could require an update), but without success. The device is showing on Unreal's Device Manager (was already), but I can't build and it does not show on the launch drop down. It does show an iOS device somehow (I'm on windows).

                            BTW, I can still publish from 4.3.


                            Nevermind. Today it is working. Maybe a system restart was needed.
                            Last edited by ivankio; 11-16-2014, 03:16 PM.

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                              #59
                              Hmm... Nothing that I need for now
                              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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                                #60
                                What are the details behind Network Replay and Recording? Specifically,
                                1) Can we record the scene from start till the end?
                                2) Can we choose to record from any game time for specified duration (in seconds, for an example).
                                3) Can it be recorded in a file, and then have the UE to replay the file later?

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