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  • replied
    Hi DotCam

    I knew I was going to confuse people with the other variable... but I created it just to see if using a new one without the underscore would change something but the result was the same. So even If I delete the second variable it still come back as a false

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  • replied
    Originally posted by RaidX View Post
    Anyone have a guess? I will paste the blueprint I have right down there

    This return me a false (make no sense)
    Hey RaidX,

    Judging by the image you posted, I think the "Scale Full" variable in the graph is actually the "ScaleFull" variable instead of "Scale_Full" (you have 2 of them). The editor will add a space between the word Scale and Full for both of those names by default, so it's likely it is the wrong variable.

    This is the one I mean, check it's value:
    Click image for larger version

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    For the Timeline, I would try and re-create it in your new project instead of pasting it, it should work copy/paste as well, but try that as a workaround.
    Last edited by DotCam; 12-24-2014, 11:51 AM.

    Leave a comment:


  • replied
    Finally... copying any Timeline from a blueprint created in 4.4 to a blueprint created in 4.6 crash the engine

    Leave a comment:


  • replied
    Originally posted by Adam Davis View Post
    Hi RaidX,

    Check your scalability settings to make sure they didn't auto-change on converting.
    Yeah that was it... it changed for some reason... this one is fixxed now but I have other issues


    I created a simple blueprint of a capsule spinning and when pawn overlaps it and scale vector is at 1.0, the pawn scale down to 25%. Used to work great in 4.4 but now under 4.6 nothings happen... so I did a little check on the blueprint (simply did a event tick if variable = x1 y1 z1 then string text true or false... even if my scale variable is default to 1 everywhere, it return a false (even if OnOverlapping link has been break... only thing I have is the Even tick)

    So I tried to create a new blueprint to see where the bug came from and when I am at the part where I want to copy the Timeline from the old blueprint to the new one... engine crash each time

    I was able to recreate the blueprint without pasting anything from the old one tho

    Anyone have a guess? I will paste the blueprint I have right down there

    This return me a false (make no sense)


    And this copy paste crash the Engine everytime



    Should I just start over?

    Leave a comment:


  • replied
    Hi RaidX,

    Check your scalability settings to make sure they didn't auto-change on converting.

    Leave a comment:


  • replied
    Originally posted by DotCam View Post
    Click on the Settings button from the main toolbar then go to the Scalability Settings section and make sure you have it set to Epic. If it is set any lower you will notice a quality reduction. Hope that helps!
    That was it... For some reason, gfx reverted back to medium. Thank you for your quick answer!! very Appreciated

    Happy holiday everyone

    Leave a comment:


  • replied
    Originally posted by RaidX View Post
    Help,

    I cloned a lvl I did in 4.4 to 4.6.1 and now the gfx quality is alot worst than in 4.4... especially in particles. Now when I move around, particles emit alot stronger when I move then tone down when I stop moving, LOD seems to have changed too (like if everthing is now on the lowest quality lod. Did something obvious that I dont see changed?

    How can I set gfx quality back to max?

    Can it be the ambient occlusion that I use for the sun flare that is distorting my entire lvl? I am not sure where to look
    Click on the Settings button from the main toolbar then go to the Scalability Settings section and make sure you have it set to Epic. If it is set any lower you will notice a quality reduction. Hope that helps!

    Leave a comment:


  • replied
    Help,

    I cloned a lvl I did in 4.4 to 4.6.1 and now the gfx quality is alot worst than in 4.4... especially in particles. Now when I move around, particles emit alot stronger when I move then tone down when I stop moving, LOD seems to have changed too (like if everthing is now on the lowest quality lod. Did something obvious that I dont see changed?

    How can I set gfx quality back to max?

    Can it be the ambient occlusion that I use for the sun flare that is distorting my entire lvl? I am not sure where to look

    Leave a comment:


  • replied
    Blueprint variables now have to be marked public/editable to be accessible from other blueprints.
    To give some background, with the new Blueprint menu system, we decided to respect a flag on variable properties named "DisableEditOnInstance". At surface level, seems like a good change, right? If someone marks a variable with "DisableEditOnInstance", it makes sense that they wouldn't want people modifying that instance variable (even through Blueprints).

    Originally posted by Hourences View Post
    Is there any reason for this change? Because it is a pretty bad change.
    Some people were expecting that if you mark a property with "EditDefaultOnly", then Blueprints shouldn't be able to alter the instance's variable (through setter nodes, etc.). We've since decided favoring this workflow threw up too many hurdles for other users.

    Originally posted by JoeWintergreen View Post
    Seconded. Just because I want something to be accessible from other blueprints doesn't mean I want it to be accessible to the level designer or cluttering up my actor properties.
    We've taken action to resolve the mistake and reverted to the old functionality (where we don't respect the "DisableEditOnInstance" flag at all). We made the change a little too late to get it into the first 4.6 hotfix, but it can be seen here on github: https://github.com/EpicGames/UnrealE...ed512123224bb0. We're working to get it in to the following build.

    Hope this helps, and maybe gives you guys a little insight into our insanity. Sorry for the hiccup, but all will be right in the near future!

    Leave a comment:


  • replied
    Hello,

    I had a quick question. Is there potential to have Frustum controls to be exposed for individual cameras? I need an orthographic camera with a 20 unit Far Clip Plane but the default camera has what seems to be an infinite Far Clip Plane and the inability to easily edit said Far Clip Plane.

    Thank you for your time.

    Leave a comment:


  • replied
    Thank you very much

    Leave a comment:


  • replied
    Originally posted by Nic727 View Post
    Hi,

    I would like to create a flight simulator in a couple of years and 20km x 20km seem small if you want to make a big map of thousand or hundreds of km. You wrote that we can make multiple world for one world or something like that... How does it work if you don't want loading screen or low framerate?

    thank you
    Hi Nic,

    You'll want to take a look at our World Composition tool that allows you to tile and stream in different levels. This will be your ideal way to handle this for large open worlds.

    https://docs.unrealengine.com/latest...ser/index.html

    As for Low FPS and loading screen this will be dependent upon your optimizations using level streaming, LODs, and being able to profile any hitches that come up with your development. Feel free to ask questions about these in separate forums or AnswerHub post if you have any further questions.

    Thank you!

    Tim

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  • replied
    cool this a nice game guys

    Leave a comment:


  • replied
    Hi,

    I would like to create a flight simulator in a couple of years and 20km x 20km seem small if you want to make a big map of thousand or hundreds of km. You wrote that we can make multiple world for one world or something like that... How does it work if you don't want loading screen or low framerate?

    thank you

    Leave a comment:


  • replied
    PLEASE Fix Cascade Colour modules guys I have no idea how or why this change was made!

    https://forums.unrealengine.com/show...114#post192114

    Leave a comment:

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