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    Originally posted by VictorAsukaKai View Post
    While I can't begin to understand your frustrations with this (as I have not tried out anything VR related), and while VR has yet to prove itself MORE then a passing fad (due to the actual setup costs of playing a VR game), I am sure that Epic knows what's best for their engine. It's all about what the market wants and what the market can bring them (via royalties, etc).

    I do wonder what the actual percentage of VR users are in comparison to non-VR users for UE4 (dev/gamers), maybe that'll put some things into perspective.

    Keep doing what you're doing Epic, you guys are doing an amazing job so far.
    Personally I doubt VR is but a passing fad. Heavily in development still? Of course. There's a whole lot of things they have to work on. I used to own a Oculus Rift DK2, and while I didn't have the chance to fiddle around with it in UE4 before I sold it, the experience was rather amazing.

    I have a feeling that VR will definitely be the way to go as for racing games, in particular racing simulators. The experience was phenomenal, even in a low-budget game. I wish I had kept it to use in Project CARS.

    The rest of your statement is spot-on, however.

    Edit:

    Oh and I also get the same issue as you where it opens a web-page. Do you also experience issues with playing sounds in the content browser?
    Why do all programmers wear glasses? Because they can't C#

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      Oh yeah, let's start another discussion about VR will be the next big thing or an epic failure (nothing in-between, of course). My position is fairly simple: Epic tells the people that the engine is 'ready for VR' and this people are trying to create VR projects with it. So it would be nice, if at least the basic stuff (like actually working camera controls) and detecting if a HMD is active would work as expected in the major releases.

      I am not even talking about performance optimizations or VR project settings, just the basics.

      Oh, and I am pretty sure that DX12 integration isn't currently postponed because all that stuff about 'ugly VR glasses'...

      spyro
      Last edited by spyro; 08-31-2015, 05:25 AM.

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        Will the Purchase Recovery Node be included in 4.9? (For iAPs)

        Thanks Epic for the awesome UE4

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          Thanks for the ability to grab class defaults. This is essential for my project.

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            Howdy,

            Android black screen problem on Galaxy S4 here. Tested with AndroidWorks R1.

            I made Answer Hub thread here with logs.

            https://answers.unrealengine.com/que...reen-open.html

            Comment


              Originally posted by spyro View Post
              Oh yeah, let's start another discussion wether VR will be the next big thing or an epic failure (nothing in-between, of course). My position is fairly simple: Epic tells the people that the engine is 'ready for VR' and this people are trying to create VR projects with it. So it would be nice, if at least the basic stuff (like actually working camera controls) and detecting if a HMD is active would work as expected in the major releases.

              I am not even talking about performance optimizations or VR project settings, just the basics.

              spyro
              This! I'm trying to get stuff working with the Vive which is supposedly supported so it would be nice if stuff worked. Our project is entirely stalled at the moment waiting for UE to be ready to go.

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                The new ES2 movable point lights look promising. Unfortunately, there seems to be an issue with them in HTML5 builds. They work great in the ES2 preview mode in the editor, but when running in an actual browser they cause many shaders to fail to compile, which results in the scene looking completely black, or blank, or strangely corrupted. I've created a simple project that reproduces the issue in an HTML5 build on UE4.9 Preview 3:

                https://github.com/Quadtree/UE4HTML5PointLightIssue

                Simply launch into HTML5 and you should see some geometry missing, with shader compiler errors in the log.
                Last edited by quadtree; 08-17-2015, 04:45 AM. Reason: Clarification

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                  Originally posted by Nanoxin View Post
                  Will the Purchase Recovery Node be included in 4.9? (For iAPs)

                  Thanks Epic for the awesome UE4
                  I saw it in preview 2 - havent tested if it works though
                  ZOMBIE TOWN AHHH (ANDROID/STEAM) | RIDE SHARE EMPIRE (ANDROID/GAME JAM) | NEVER NOT KNIGHT (ANDROID/GAME JAM) | TWITTER | MY UE4 TUTORIALS | ANSWERHUB

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                    How can i get the 4.9 preview without compiling the source?

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                      Originally posted by somawheels View Post
                      How can i get the 4.9 preview without compiling the source?
                      It is downloadable through the Epic Games Launcher, just like the previous releases. Click the plus button next to Engines in you Vault tab, and select 4.9 Preview 3 as the Engine. Then click install.

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                        is there any guestimate when 4.9 itself will be released...

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                          Originally posted by northstar View Post
                          is there any guestimate when 4.9 itself will be released...
                          I'd say very likely within the next 2 weeks give or take depending on how many high priority bugs they come across with the community while testing the Preview builds. It should hopefully be soon but Epic can take as much time as they need to make this a great release!

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                            Originally posted by spyro View Post
                            Oh yeah, let's start another discussion wether VR will be the next big thing or an epic failure (nothing in-between, of course). My position is fairly simple: Epic tells the people that the engine is 'ready for VR' and this people are trying to create VR projects with it. So it would be nice, if at least the basic stuff (like actually working camera controls) and detecting if a HMD is active would work as expected in the major releases.

                            I am not even talking about performance optimizations or VR project settings, just the basics.

                            Oh, and I am pretty sure that DX12 integration isn't currently postponed about all that stuff about 'ugly VR glasses'...

                            spyro
                            Hey Spyro,

                            Let's be nice

                            I wholeheartedly understand a bunch of your frustrations as I've dealt with a lot of the ups and downs ever since 4.0.0, and believe me, I've found some bugs that made me nearly rip out my hair but I held strong and worked closely with Epic Support as they genuinely wanted to do their best to support me and help me nail out any issue that ever comes up.

                            Of course I have also found issue that made me scratch my head as to why they still existed but again, staying on top of the keeping the Support Team informed got me past any major issue I've come across thusfar.

                            The primary title I'm working on is a heavily VR based title but since there is no support for DK2 yet in Win10, I haven't been able to test a build or see if the Preview is broken for me as well. But if there are some issues broken with VR, let's do our best and help Epic understand what is going down so this no longer holds you back buddy

                            Okay, so VR Preview is broken for you, do you have any links to AnswerHub posts regarding this that you have previously posted? If not, let's get one up there and reply back with the link. Epic will get a technician assigned and make sure when you receive any email of activity from that thread, make sure to get back to the awesome Epic staff and if you respond timely, they'll be much quicker to reply back as it likely raises in their queue.

                            Another thing is the issue might actually not be Epic's fault at all and could potentially be the graphics driver you currently have installed. (In the meantime, I'd try a couple different drivers and see if they yield different results). It can also help Epic QA the issue faster if you have those results beforehand.

                            The second Win10 support is live for DK2 + latest support for DK2 in UE4, I'll be more than glad to do some testing and share my results if it helps resolve this issue for you.

                            But trust me, I've been in your shoes and I know it can get upsetting and make you feel as though Epic doesn't care but trust me, they really do and honestly want to see the best for us. As developers, we should all understand that sometimes you can't test every single permutation through QA and just the sheer size of the engine currently makes it even more difficult.

                            However, all of us that have dealt with some of the downsides to being early adopters, we are clearly still here for a reason! We love the Unreal Engine and want to see it evolve into something amazing!

                            Let's continue to do our best helping the amazing staff at Epic out because at the end of the day, for all of us to have this opportunity to have "full" access to the engine, which used to cost an amount of money that most of us wouldn't be able to previously afford, they are doing an amazing service for everyone. They are also the 1 company out there with a Game Engine that supports and embraces their community more than any other company out there.

                            Hope everyone is having a great week and if I can help out in any way Spyro, let me know and I'd be glad to lend a hand. Take Care guys and have a great Monday!
                            Last edited by MC Stryker; 08-17-2015, 01:48 PM.

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                              Originally posted by MC Stryker View Post
                              I'd say very likely within the next 2 weeks give or take depending on how many high priority bugs they come across with the community while testing the Preview builds. It should hopefully be soon but Epic can take as much time as they need to make this a great release!
                              it's Monday??!!

                              yeah, it seems (outside of the known issues) that the bugs have slowed down to a trickle, and the launcher problems are almost a non-issue with it's new release... I've waited 18months, so I suppose a couple more weeks won't kill me...

                              Comment


                                Anyone having problems casting out of UMGs to Actor BPs?
                                Website/Portfolio: http://www.VictorBurgosGames.com

                                Join me on stream: https://www.twitch.tv/VictorBurgosGames for UE4 Game Dev. If you need help, just stop by and ask!

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