Hope I see DX12 in the Final release the new patch notes are epic as well!
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Unreal Engine 4.9 Preview
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Originally posted by KitatusStudios View PostThis is the wrong place to post this; You're better off posting in a new thread in the Blueprints section.
However, When I get a moment, I'll have a go at making an example for you :>
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Originally posted by Tim Hobson View PostYou can see them demoed in this test scene from the Engine Features Preview from a couple of weeks ago.
https://forums.unrealengine.com/show...view-7-10-2015
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So 4.10 then for non-experimental DX12 support, and by then we should have the RTM build for the Oculus drivers, and hopefully Windows 10 will have native support by then.WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
World Machine to UE4 Export Macro
WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders
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Originally posted by SaviorNT View PostSo 4.10 then for non-experimental DX12 support, and by then we should have the RTM build for the Oculus drivers, and hopefully Windows 10 will have native support by then.
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Going from 4.8.3 to 4.9 (preview) I can no longer build android projects it give crashes each time.
Code:MainFrameActions: Packaging (Android (All)): CommandUtils.Run: Run: Took 17.9120258s to run UE4Editor-Cmd.exe, ExitCode=3MainFrameActions: Packaging (Android (All)): Project.Cook: Cook failed. Deleting cooked data. MainFrameActions: Packaging (Android (All)): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: Exception in AutomationScripts.Automation: Cook failed. MainFrameActions: Packaging (Android (All)): Stacktrace: at Project.Cook(ProjectParams Params) MainFrameActions: Packaging (Android (All)): at BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Android (All)): at BuildCookRun.ExecuteBuild() MainFrameActions: Packaging (Android (All)): at BuildCommand.Execute() MainFrameActions: Packaging (Android (All)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Android (All)): at AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Android (All)): at AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Android (All)): at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param) MainFrameActions: Packaging (Android (All)): at AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for C:\Users\KillerSneak\Documents\Unreal Projects\Balloony PoP Revised 4.9\BalloonyPoPRevised.uproject; see log C:\Users\KillerSneak\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+4.9\Cook-2015.08.01-12.44.55.txt MainFrameActions: Packaging (Android (All)): Stacktrace: at AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String MainFrameActions: Packaging (Android (All)): Parameters) MainFrameActions: Packaging (Android (All)): at AutomationTool.CommandUtils.CookCommandlet(String ProjectName, String UE4Exe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] Cultures, String TargetPlatform, String Parameters) MainFrameActions: Packaging (Android (All)): at Project.Cook(ProjectParams Params) MainFrameActions: Packaging (Android (All)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Android (All)): Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure MainFrameActions: Packaging (Android (All)): Domain_ProcessExit MainFrameActions: Packaging (Android (All)): copying UAT log files... MainFrameActions: Packaging (Android (All)): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Android (All)): BUILD FAILED PackagingResults:Error: Error Unknown Cook Failure
Last edited by KillerSneak; 08-01-2015, 06:45 AM.
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I was also getting a driver crash when trying to launch with -D3D12. I applied the following commit: https://github.com/EpicGames/UnrealE...dcf73c50e398d5 and now I can actually launch and use the editor in DX12, but still doesn't look completely right, everything is overly bright, but based on that, D3D12 should work in experimental form for preview 2NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
Feel free to Donate if you wish to support me
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dx12 in editor didnt want to work properly on mine right away either i just updated the gpu driver to the newest windows 10 and made sure to restart and works fine now, and since i tested this on a surface pro 2 its funny to see a few things actually being able to be playable in the editor that wernt when using dx11 haha, still has along way to go, if you do not clean install the gpu driver however you will get alot of gpu particles and stuff on the screen almost like a old VHS video that's been damanged, But i cannot wait until dx12 exporting is avaible <3 thats the dream.
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Im really passionate and glad that Epic have done such a great job with UE4. Unfortunately, I am forced to use other engines as the C++ documentation is lacking, and with every release ( and surprisingly often releases at that) the documentation becomes even more unreliable and out dated. You guys have added the pains of uscript scripting back into UE4 by not having a reliable source of documentation for C++ function and features.
Are the any plans to have a definitive and precise source of C++ documentation and functionality that isnt a rip from whatever project Rama is working on at the time...? (thanks btw Rama).
Right now im begrudgingly resorting to Unity.
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Unfortunately, I am forced to use other engines as the C++ documentation is lackingGive it a try
Last edited by nonder; 08-01-2015, 03:49 PM.
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