AwesoMe update! Can't wait to trtry everything out! Keep them coming!
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Unreal Engine 4.7 Preview
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Originally posted by Wanderer_eternal View PostNo UMG improvementsI was expecting a feature about binding input nodes directly to UMG buttons and also more mobile improvement. Guess mobile gaming is still not their thing yet.
The preview change list is not exhaustive. The best way to find what has changed is look at the commit history.
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Hi,
I just found a bug with Blueprints in the 4.7 preview 1.
Will also post it on AnswerHub... Is there a special flag for 4.7.preview related bugs?
But maybe you can confirm this too, so its not just a problem on my end..
What to do:
- Create a new blueprint, based on Actor
- In the construction script, add a "MakeArray" node. Dont connect anything to it, but click the "Add pin" button twice.
- Click on the left side on the plus adjecent to "Local Variables" to create new local variable.
... which is not happening. Instead the editor crashes ungracefully.
In version 4.6.1 it creates a normal local variable, no crash.
Cheers,
Klaus
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Originally posted by KVogler View PostHi,
I just found a bug with Blueprints in the 4.7 preview 1.
Will also post it on AnswerHub... Is there a special flag for 4.7.preview related bugs?
But maybe you can confirm this too, so its not just a problem on my end..
What to do:
- Create a new blueprint, based on Actor
- In the construction script, add a "MakeArray" node. Dont connect anything to it, but click the "Add pin" button twice.
- Click on the left side on the plus adjecent to "Local Variables" to create new local variable.
... which is not happening. Instead the editor crashes ungracefully.
In version 4.6.1 it creates a normal local variable, no crash.
Cheers,
Klaus
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Unreal Engine 4.7 preview is ready seriously ? because of Christmas ?
- Animation layer editing
- Foliage rendering performance significantly improved! Hundreds of thousands of foliage instances can be efficiently rendered and edited, with per-instance LOD support and per-pixel dithered LOD transitions.
- etc.
Now, just need a water/river tool, it will be my best Christmas ever seen
Thank
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Just when you think Epic couldn't be any more well... more EPIC, they outdo themselves once again
Props to the Epic staff and I hope that you all have a happy holidays and Christmas/Hanukkah/Other.Regards,
Benjamin D. Smith
Founder & CEO | Binary Sword Pty Ltd
Currently working on: ODIN Tracker (UE4 Plugin)
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Originally posted by ChrisTm View PostUnreal Engine 4.7 preview is ready seriously ? because of Christmas ?
Now, just need a water/river tool, it will be my best Christmas ever seen
Thank
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Originally posted by iniside View PostI checked the new two-sided foliage lighting, and it is pretty awesome. Even the free trees from SpeedTree (Broadleaf), looks very good with it.
Which honestly is quite an achievement, since I never could get this tree to look good before.
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Originally posted by Chimp View Posthmm for me it just glows super shiny white no matter what I do with roughness and spec. Did you do anything else to get it to work?
Edit: my performance with the current build is really ****. I have just some trees on my map (about 200 draw calls in total) and my frame time is close to 200 ms.
For some reason my lighting also doesn't get built, editor always says that one object isn't built.
See perf visualization: http://i.imgur.com/Y4wWFoU.pngLast edited by jonimake; 12-18-2014, 05:20 AM.
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