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    Will this finally make my door able to rotate by pressing a key? It's been bugged for a while I'm pretty sure.

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      Originally posted by mborromeo View Post
      Anybody with strange error while pressing "Compile" from Editor?
      Just trying to compile a very basic c++ class which was perfectly working on 4.8, but doesn't on 4.9 due to this strange error:



      UE4.9 compiled from source (commit f5e5090 - tag 4.9.0-preview-4) on OSX 10.10.4 / XCode 6.4 + custom patch (removed "-fno-rtti" from MacToolChain.cs).

      Maybe that "???" in the path is preventing the linker to find the object file? How can i get rid of those question marks?
      Nevermind, sounds like the issue has been fixed after the 4.9.0-preview-4 tag.
      Cherry-picking commit a0e5767badb5ebb3d285633b1f45cc24ffebd8cc did the trick.

      Keep up the good work!

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        Originally posted by TriNityGER View Post
        The array get input pin is hard to plug in:
        I've also noticed that. It would be really nice if they could implement this little feature: https://forums.unrealengine.com/show...of-node-inputs
        Even without this bug it's hard to plug in wires when working fast.

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          Originally posted by pafupafu View Post
          In first time compile."Development Editor" "Win64"
          I have compile issue even now.

          Error 4 error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development" exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4
          Error 1 error C2065: 'bAttributeLessDraw' : undeclared identifier G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLCommands.cpp 2803 1 UE4
          Error 2 error C1020: unexpected #endif G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLCommands.cpp 2809 1 UE4
          Error 3 error : Failed to produce item: G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Binaries\Win64\UE4Editor-OpenGLDrv.dll G:\UnrealEngine-7ad908a202fd828eada8d9f6262484c15428e1fa\Engine\Intermediate\ProjectFiles\ERROR UE4

          Edit the"BaseEngine.ini",and compile"Development" "Win64" and "Development" "Android".
          I have lot of error.
          After applying the GitHub fix for ES3.1, building "Development Editor" "Win64" and "Development" "Android" works fine in 4.9 for me after changing bBuildForES31 to true in "BaseEngine.ini" [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] section. Creating an AnswerHub may be more productive to tracking down the problem at this point.

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            Any of you guys know something about the static light reflection bug? (static light shows up in baked reflections with a big white star and min roughness don't work)

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              I've lost track in the thread, is there any hope of trace interactions with UMG or more functional gamepad support in UMG? I feel like it wasn't mentioned again.

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                I would like a working browser (widget crashes constantly for my in OSX) or something like JSONQuery integrated in the engine.

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                  Originally posted by Blue man View Post
                  when will 4.9 be released?
                  When they release it.

                  But there is a 4.9 Stream today about Mobile. Who knows what else they will say/launch today/tomorrow for all to play with?
                  Website/Portfolio: http://www.VictorBurgosGames.com

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                  Comment


                    Originally posted by Ashkandi View Post
                    Any of you guys know something about the static light reflection bug? (static light shows up in baked reflections with a big white star and min roughness don't work)
                    This one is not a bug. There is a ticket in for this to be improved, and static lighting appearing in reflections is a fairly new feature, so there are some improvements to be made.

                    you can reduce the star pattern by increasing the source radius of the static light.
                    Tim Hobson | Learning Resources | Epic Games
                    UE4 Documentation
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                    _____________________________________________
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                      Originally posted by Tim Hobson View Post
                      This one is not a bug. There is a ticket in for this to be improved, and static lighting appearing in reflections is a fairly new feature, so there are some improvements to be made.

                      you can reduce the star pattern by increasing the source radius of the static light.
                      Yeah i can make that star bigger with this, but since i have a lot of static lights around to improve the final look of the map i have a lot of reflections too that should not show up. Min roughness is broken too i guess so i can't use that either.

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                        I've just noticed there is a terrible grain with temporal AA on 4.9.

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                          Originally posted by Ashkandi View Post
                          Yeah i can make that star bigger with this, but since i have a lot of static lights around to improve the final look of the map i have a lot of reflections too that should not show up. Min roughness is broken too i guess so i can't use that either.
                          The ticket that is in, UE-19818, is for the min roughness not working. Right now it's a something that is not considered when using static lights with the new Static Lights visible in Reflection Captures.

                          I've added your interest to the ticket, but it is backlogged at the moment.
                          Tim Hobson | Learning Resources | Epic Games
                          UE4 Documentation
                          Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
                          _____________________________________________
                          Follow me on Twitter @TimHobsonUE4 | My Personal Website
                          Photons Be Free: Mini-Tutorials and other Curiosities

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                            Originally posted by John Alcatraz View Post
                            I know about the issues regarding MSAA and deferred rendering, but how can they add it on mobile then? Do they not use deferred rendering on mobile?
                            Nope, we use forward shading on mobile. Current tiled mobile GPUs are pretty bad at deferred shading because rendering to MRTs shrinks the tile size increasing the number of tiles you need to render and the GPUs tend to have limited bandwidth so DMAing the g-buffer back to main memory for shading is very expensive. We have some ideas on how we might be able to do efficient deferred shading on some of the higher end mobile devices but we probably won't explore that just yet. Instead we'll focus on improving our forward shading renderer for mobile.

                            RE: MSAA, yeah MSAA + deferred is very expensive whereas temporal AA solves the problem much more elegantly in addition to solving shader + specular aliasing. Temporal AA is not without its faults but overall it's a great tradeoff IMO.
                            Nick Penwarden, Lead Programmer @ Epic Games

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                              I download today 4.9p4 for using the editor with Dx12 & w10
                              Added -D3D12 and when start the graphic controller crash and engine stop working (No response, minimize in windows bar)

                              without -D3D12 start ok.

                              With the latest AMD VR Driver
                              AMD Catalystâ„¢ Display Driver version 15.20.1062.1005
                              Last edited by knack; 08-29-2015, 08:52 AM.
                              pd: excuse my english.

                              lfw/paid modeling, painting, texturing.

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