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    #61
    Originally posted by MC Stryker View Post
    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!
    It is already in 4.6. The sampler number in material editor didn't changed though. But you can set sampler type to Wrap or const and have fun (;.
    https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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      #62
      What is the release date ?
      Check out my game OldSchool Nightmare : http://www.indiedb.com/games/oldschool-nightmare

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        #63
        Using the 4.6 preview build:

        1) Is instanced foliage light baking also supposed to work for Speedtrees? In the 4.6 preview build it seems to remove all instances once you do a light bake?

        2) How is one supposed to view the new emissive Gi-incorporation? Adding an emissive material next to a wall and baking seems to yield no visible difference?
        Last edited by Chesire; 11-16-2014, 11:42 AM.
        https://www.artstation.com/chesire

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          #64
          Tried the 4.6 preview...I cannot see any emissive direct lighting.

          All of my UMG blueprints have broken - not the "remove from parent" change, but anything involving colour. It seems colour and opacity has been changed from Linear Colour to Slate Colour. Not really sure why, but I have my UI colour bound and it no longer works.

          The lightmaps for instancing is a great feature. I assume it is more efficient? Static lighting is faster, and instancing reduces draw calls. Sadly when my objects reach LOD 3 - they turn black, which never happened in 4.5.1

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            #65
            Originally posted by iniside View Post
            It is already in 4.6. The sampler number in material editor didn't changed though. But you can set sampler type to Wrap or const and have fun (;.
            Ahh thank you inside! Got it working.

            Do you by any chance know when you would use the Clamp mode over the Wrap mode? If not don't worry I am planning to open a new thread on the shared samplers best practices to get some more info.
            Free Community Ocean & Sky Project || Join us on Discord! || Trello Roadmap

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              #66
              Originally posted by DotCam View Post
              Ahh thank you inside! Got it working.

              Do you by any chance know when you would use the Clamp mode over the Wrap mode? If not don't worry I am planning to open a new thread on the shared samplers best practices to get some more info.
              Set to what you have set in texture. There Tiling Method. By default it's Wrap. Set your sampler to whatever is set here.
              https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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                #67
                I'm looking forward to these features and hopefully some polish to improve stability across the editor as well
                Games Programmer at Opaque Multimedia
                http://www.opaquemultimedia.com/index.html

                Personal Twitter: @verbvirus

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                  #68
                  Originally posted by iniside View Post
                  It is already in 4.6. The sampler number in material editor didn't changed though. But you can set sampler type to Wrap or const and have fun (;.
                  Thanks for the heads up iniside

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                    #69
                    Am I the only one whose montages are broken when opening a project in 4.6? The time scale is wrong and notifies/branch points are all shifted over slightly.

                    I think montage clip lengths are now shortened to reflect the animation play rates of the individual clips now, and it causes the montages to display incorrectly...

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                      #70
                      Cast Unification
                      I'd be interested in hearing more about this. Also I noticed that TSubobjectPtr is now deprecated, are there any other changes in this area involving PCIP that we could hear the thought behind?
                      Dev Blog http://www.error454.com

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                        #71
                        It would be great if we could playback the last 10 seconds for example where you died and then resume the game.
                        David Hanson
                        You can follow our FPS development here: https://www.facebook.com/storm.united.mmofps

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                          #72
                          Originally posted by hyperdr1ve View Post
                          I'd be interested in hearing more about this. Also I noticed that TSubobjectPtr is now deprecated, are there any other changes in this area involving PCIP that we could hear the thought behind?
                          PostConstructInitaizerProperties (PCIP) has actually been renamed to FObjectInitializer. See here for example.

                          https://docs.unrealengine.com/latest...t/5/index.html

                          The main difference is that TSubObjectPtr is now not used and all object creation methods return a standard c++ pointer. I assume that they still benefit from garbage collection. I would actually prefer if they were c++11 shared/unique pointers but not sure if the built in GC does the same thing or better.

                          You don't have to use the FObjectInitializer (what used to be the PostContructInitializerProperties object). If you wanted you can now actually have the UObject have a constructor with no arguments in it and then just called ConstructObject, NewNamedObject or NewObject which will do the same job as the PCIP.createSubObject() helper. Someone correct me if I'm wrong as I haven't actually tested this.
                          Last edited by dokipen; 11-17-2014, 12:18 AM. Reason: spelling
                          Visual Effects Artist, Weta Digital, Wellington New Zealand
                          BLOG www.danielelliott.co.uk
                          @danielelliott3d https://twitter.com/danielelliott3d
                          Unreal Engine and VFX Tutorials https://www.youtube.com/user/DokipenTechTutorials
                          2015 Showreel: https://vimeo.com/116917817

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                            #73
                            Actually thats a good question.....

                            Do objects created with ConstructObject() etc get garbage collected now if they aren't UProperties in their parent class? I'm guessing as long as they are UObjects then its fine.
                            Visual Effects Artist, Weta Digital, Wellington New Zealand
                            BLOG www.danielelliott.co.uk
                            @danielelliott3d https://twitter.com/danielelliott3d
                            Unreal Engine and VFX Tutorials https://www.youtube.com/user/DokipenTechTutorials
                            2015 Showreel: https://vimeo.com/116917817

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                              #74
                              Originally posted by dokipen View Post
                              You don't have to use the FObjectInitializer (what used to be the PostContructInitializerProperties object). If you wanted you can now actually have the UObject have a constructor with no arguments in it and then just called ConstructObject, NewNamedObject or NewObject which will do the same job as the PCIP.createSubObject() helper. Someone correct me if I'm wrong as I haven't actually tested this.
                              Thanks, I've noted this. Too bad I had just recently gone through and replaced all my plain old pointers with TSubobjectPtr
                              Dev Blog http://www.error454.com

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                                #75
                                That was way faster than I though it would be released, great job everyone at Epic!

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