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Unreal Engine 4.6 Released!
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The_Distiller repliedSince the release notes mention it, has someone tried splinethicken for hair rendering?
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doC repliedFantastic work overall, but extra appreciation goes to the animation folks for the great updates.
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iniside repliedOriginally posted by JohnnyBeans78 View PostCan we get some clarification on the TSubobject<> change? Should we be implementing the private with Get() Set() functions stating with 4.6 or 4.7? I see that making them private will happen in 4.6 (edit I mean 4.7) but what about the Get() Set() can/should we start using them now? Do these Getters and Setters need a certain signature? I am very glad to see the TSubs go (I never felt like I understood WTF I was doing with them), but now with the freedom comes questions
The good coding practice is that raw pointers shouldn't be really exposed directly.
The thing to get used is that all default subobjects (like Movement componenet in ACharacter), will be private and you will be accessing it trough GetMovementComponent() instead of directly.
I usually don't make any components private, they either public or protected.
The Get is usually like
Code:UYourComponent* GetYourComponent() { return YourComponentPointer; }
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NanoMind repliedThanks !! lots of stuff we can use right away....
We love the engine !
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crumbaker repliedlooks great and everything on my end so far is working perfectly, really happy about this release.
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Sitrec repliedAmazing update! So much useful stuff.
I take it the two sided lighting model being worked on got postponed?
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RhythmScript repliedStill 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.
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Isathar repliedImpressive 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
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CyberDev repliedOriginally posted by Devero View PostFor 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!
How were the texture elements made? Custom photoshop skills? Gradient fill interface designer / button creation plugin? By hand from scratch?
It looks really great !
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Devero repliedFor 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.
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Kalric repliedI am impressed with the New update. still amazed at how fast you guys produce new updates. Awesome Job!
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Tom Looman repliedBeen looking forward to this. Trying out the network instant replay feature as we speak! It's sooo good :P Awesome job once again guys!
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