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    Originally posted by VSZ View Post
    Hey, anyone knows if the sample projects will be updated in tandem with new features upon release? I tried loading the landscape mountains project with 4.6 preview and the viewport was flashing/seemed garbled. I do know that some of the foliage doesn't have lightmap UVs (like the pine tree mesh) so maybe that's causing issues in light of the new static lighting feature quoted above.
    Normally with each release like this they also update the sample projects also. They have done so in the past anyways.

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      Hi VSZ,

      Can you take a look at this AnswerHub post and confirm if this is the issue you're seeing?

      https://answers.unrealengine.com/que...-glitches.html

      If it is the same issue this post will explain how to fix it with the material that is the culprit being used with the birds particle system.

      If it's not the same issue can you post screenshots to illustrate the issue?

      Thank you!

      Tim
      Tim Hobson | Learning Resources | Epic Games
      UE4 Documentation

      Comment


        Originally posted by Tim Hobson View Post
        Hi VSZ,

        Can you take a look at this AnswerHub post and confirm if this is the issue you're seeing?

        https://answers.unrealengine.com/que...-glitches.html

        If it is the same issue this post will explain how to fix it with the material that is the culprit being used with the birds particle system.

        If it's not the same issue can you post screenshots to illustrate the issue?

        Thank you!

        Tim
        Thanks Tim that indeed resolved the issue!

        Steam Early Access: Drunk On Nectar - The Nature Simulator

        UE4 Plugins: DoN’s Dynamic Mesh FX | DoN’s 3D Pathfinding

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          Can anyone explain what the new Humanoid Rig is exactly? Is it related to or different from the Blue Guy?

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            Originally posted by Jimmy_Jazz View Post
            Can anyone explain what the new Humanoid Rig is exactly? Is it related to or different from the Blue Guy?
            We have the "Humanoid.uasset" file (..."Engine\Content\EngineMeshes") since UE 4.5.
            It's related to the Epic Skeleton a.k.a. HeroTPP and we need it to retargeting animations between characters that have different Skeletons.

            The difference between:

            4.5


            4.6



            All the rest (Display Name + Constraint Setup) is the same.

            Comment


              Originally posted by Adam Davis View Post
              Network record/replay system
              Does the network record/replay system support seeking around to arbitrary points in time and playing back in reverse?

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                i'm excited to try the new instanced static meshes and foliages . i hope it looks better now.

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                  Hey I'm new here and just wondering if this engine is cross platform for PC and Mac and if so what would you recommend running it on?

                  Comment


                    Thanks Diat!

                    Now Epic, will you consider adding a female mesh and skeleton in there too? It seems odd in this day and age to have just a male only one and it risks alot of Market Place content being for male characters only.

                    Comment


                      Originally posted by ThomasPittman View Post
                      Does the network record/replay system support seeking around to arbitrary points in time and playing back in reverse?
                      From what I've seen it looks pretty barebones at the moment, just server demos and playback. From what they've said in their streams they seem to have ambitions for it to become a part of spectating and being able to show instant replays.

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                        There isn't a substantial difference between male and female skeletons, aside from hip sway which is functionally superfluous and can be added with ikinema/MotionBuilder/anything that does procedural animation.

                        I could be mistaken, and would love to hear a counter argument.

                        Comment


                          Just like You

                          Originally posted by darthviper107 View Post
                          Really excited for the emissive lighting--does that work like how it did in UE3 or is it a better method? Specifically, in UE3 it looks like it would analyze the surface and then place invisible lights to match the emissive level of the texture. It didn't give all that great of results.
                          Same me!
                          Portfolio: perrymilton.com

                          Comment


                            I have two issues with the newer release.

                            1. Requiring the use of GetMesh() and GetCapsuleComponent() because Mesh and CapsuleComponent will be private in the future. We are accessing these in children classes and they should be protected and not private. I hope the guys behind this change have thought about that. It would be best for the children to have direct access to the data or if you plan on having a Set function it should be inline.

                            2. ComputeVelocity on the ProjectileMovementComponent is now const. We were calculating a different velocity / air drag component and we saved off other variables. Now we'll need to come up with a new way to save that data that doesn't change our child ProjectileMovementComponent class. Is there a good reason for making this const?

                            Comment


                              Originally posted by Havoc View Post
                              There isn't a substantial difference between male and female skeletons, aside from hip sway which is functionally superfluous and can be added with ikinema/MotionBuilder/anything that does procedural animation.

                              I could be mistaken, and would love to hear a counter argument.
                              Other than average height and the pelvic area, the differences in skeleton shape are small and subtle, but movement can be very different.

                              Trying to tackle the animation through overlays isn't ideal, but can be done.

                              The reason why I would like to see a mesh and skeleton help promote more female meshes and animations on the Market Place. Right now the amount of Male characters on the Market Place significantly outweight the female, whilst anims are for men too.

                              I appreciate that it's possible to easy create your own mesh and skeleton and Epic want to promote a pro-active fan base, but many people using these tools will only use what they get with the Toolset and from the Market Place.

                              Comment


                                I've just been able to get the 4.6 preview down, a bit late but, better late than never I guess, and busy moving my project over and testing things out. I spot a few things that kinda got broken but the one thing I'm trying to fix, I just don't know what to do, nothing I do works. I have a problem with my projectiles. They don't move and when I run PIE, then quit, in the log I get this warning...

                                Warning Movement component ProjectileMovement1 must update a PrimitiveComponent, but owning actor 'RockProjectileL_BP_C_0' does not have a root PrimitiveComponent. Auto registration failed.

                                The root component is a sphere and has a static mesh and light as children. A sphere is a primitive component right?. I tried swapping out static mesh to the root in stead, or making capsule or box and none of it works. So, not sure what's the problem. I even tried to make a simple new projectile from scratch just using a static mesh directly, but it doesn't work either. I don't know if it's a bug or I need to set it up completely different?.


                                EDIT:- It works now.

                                So, of course as soon as I post this, I get it working. I just killed the projectile movement component and re-added it back and it works without any warnings.
                                Last edited by Obihb; 11-26-2014, 06:52 PM.
                                Ninja Arcade - UE4 - Forum Thread -- Ninja Arcade - UE4 - Demo v0.02a

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