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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.

    Comment


      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.

          Comment


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

            Comment


              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

              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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              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

                Comment


                  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.

                    ____________________________________________________________
                    https://twitter.com/Koola_UE4

                    Comment


                      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

                      Comment


                        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

                        Comment


                          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.

                          Comment


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

                            without -D3D12 start ok.

                            With the latest AMD VR Driver
                            AMD Catalystâ„¢ Display Driver version 15.20.1062.1005
                            I dont think the runtime or the plugin supports dx12 yet.

                            https://github.com/Oculus-VR/UnrealE...tRenderD3D.cpp

                            Comment


                              DFAO doesn't seem to work properly when the skylight min occlusion setting is higher than 0.

                              http://i.imgur.com/VDmyz8A.png
                              http://i.imgur.com/gagtCLe.png
                              http://i.imgur.com/7VRJb0L.png

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