Announcement

Collapse
No announcement yet.

Unreal Engine 4.6 Released!

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    #31
    did the experimental cylinder projection make it into the release? How do I get this working? Thank you

    Comment


      #32
      Thank you again for this amazing release!

      Great Work!

      Comment


        #33
        Wow! Thanks guys, this is an awesome update! I've only had time to play with the materials and shared textures - The 128 textures for materials has some serious implications! Loading up a 4.5 project and recompiling the materials also fixed all my landscape woes - and the landscape painting is working very nicely. can't wait to get into the other features!

        Comment


          #34
          Quality stuff as always, can't wait to dig into it. =)


          Project Reverie Game | SEJonF.com | Twitter | ArtStation | WIP | UE4 SciFi Assets - Season 1 & Season 2 Discount Bundles Free Asset Demo | Ice Shader

          Comment


            #35
            Is the bigger WORLD_MAX of 20 kilometers actually playable with no precision issues at the outer extremities with physics and networking?
            The increase is made possible by improvements and updates from physx?
            Was enough extensive testing done?
            Last edited by CyberDev; 12-03-2014, 07:30 PM.

            Comment


              #36
              Originally posted by Adam Davis View Post
              • A Custom node will now accept a connection from a TextureObject or TextureObjectParameter node instead.
              • If you add a parameter to your Custom node named "MyTex" and connect a TextureObject node, an extra sampler parameter named "MyTexSampler" will be available inside the Custom node's HLSL.
              I just realized this some days ago, so glad it's finally in.

              Originally posted by Adam Davis View Post
              • You can sample the texture with an HLSL expression such as "Texture2DSample(MyTex,MyTexSampler,UV);"
              Alternatively use MyTex.Sample(MyTexSampler,UV);
              3.14159265359

              Comment


                #37
                Been looking forward to this. Trying out the network instant replay feature as we speak! It's sooo good :P Awesome job once again guys!
                Game Developer @ LODZERO - My Twitter | tomlooman.com UE4 samples & tutorials | C++ Survival Game (Open-source template)

                Comment


                  #38
                  I am impressed with the New update. still amazed at how fast you guys produce new updates. Awesome Job!

                  Comment


                    #39
                    For the life of me, I'm not able to see the Inventory screen shown in the first pic at the beginning of the post. I downloaded 4.6 and the shooter game 4.6 how do I see this wonderful Inventory screen in-game?

                    Thanks for any help!


                    Also did "Clip Space Transformations" aka "TransformToClipSpace node" make it in 4.6 I didn't see it on the list. Thanks again!
                    Last edited by Devero; 12-03-2014, 10:03 PM.
                    W3 Studios

                    Comment


                      #40
                      Originally posted by Devero View Post
                      For the life of me, I'm not able to see the Inventory screen shown in the first pic at the beginning of the post. I downloaded 4.6 and the shooter game 4.6 how do I see this wonderful Inventory screen in-game?

                      Thanks for any help!
                      I'm wondering about this too, can we even access this?
                      How were the texture elements made? Custom photoshop skills? Gradient fill interface designer / button creation plugin? By hand from scratch?
                      It looks really great !

                      Comment


                        #41
                        Impressive changelog. I downloaded the 4.6 preview the other night and haven't had much of a change to test it yet, and didn't expect the official release so soon. I guess I have something to do tonight
                        - My Blog - Github -

                        Comment


                          #42
                          Still kind of disappointed that the "scaled bone" bugs aren't fixed (root motion extraction must be upscaled, still can't build correct physics assets), but I suppose that's what my stupid self gets for using Blender without reading the UE docs first.

                          After fixing three bugs the update introduced (having to break certain HUD calls out into the event graph because of unpure functions, having to retune some anim end times in a couple montages to realign notifies and segments, having to go find all of my Vector Equal nodes and put a nonzero value in the error tolerance because the pre-4.6 default was nonzero and it broke input-axis-related stuff), I'm SUPER happy with it. BPs (mine are COLOSSAL) load and move around faster, and I no longer have to spend 5 minutes every time I open a session changing particle collision channels and resetting DataTableRow assets just to get the project playable again.

                          Comment


                            #43
                            How do we use the UI web browser widget?

                            Comment


                              #44
                              Amazing update! So much useful stuff.
                              I take it the two sided lighting model being worked on got postponed?

                              Comment


                                #45
                                looks great and everything on my end so far is working perfectly, really happy about this release.

                                Comment

                                Working...
                                X