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    #31
    Originally posted by Stephen Ellis View Post
    DX12 has some early integration in 4.9, but is very experimental at this stage. To enable it, you run the editor on Windows 10 with the -D3D12 parameter.
    Ohhhh yeees! Let's hope for full integration in full 4.9 release )

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      #32
      Originally posted by Stephen Ellis View Post
      VS2015 is not yet supported in UE 4.9. This will be supported in a future release (possibly 4.10).
      And then why this https://trello.com/c/qhePlTZH/652-do...t-experimental say for 4.9 VS 2015 ?
      Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
      Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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        #33
        Originally posted by hippowombat View Post
        Any hope for POM expressions in 4.9?
        Hi hippowombat -

        Do a search for ParallaxOcclusionMapping in the Material Editor.... You will be pleasantly surprised.

        For Details, please look at the forums post here, https://forums.unrealengine.com/show...view-6-11-2015

        Eric Ketchum
        Last edited by Lovecraft_K; 07-28-2015, 02:52 PM. Reason: Adding Additional Information

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          #34
          Edit: nice. Do you plan to add Silhouette POM as well ?
          Last edited by Aresias; 07-28-2015, 02:55 PM.

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            #35
            I Hope more update and new features here - Good luck for new release and Marketplace items assets adjustment again

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              #36
              Any speed up system to decrease lightmass calculation times ?

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                #37
                Originally posted by Aresias View Post
                Edit: nice. Do you plan to add Silhouette POM as well ?
                It is built into the Parallax Mapping Function, by default Occlusion Mapping is turned off for performance reasons but it can be accessed via the same material function as a bool.

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                  #38
                  Awesome stuff! Can't wait for the full-release notes, always love scrolling through them

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                    #39
                    Originally posted by Eric Ketchum View Post
                    Hi hippowombat -

                    Do a search for ParallaxOcclusionMapping in the Material Editor.... You will be pleasantly surprised.

                    For Details, please look at the forums post here, https://forums.unrealengine.com/show...view-6-11-2015

                    Eric Ketchum
                    Ohhhhhhh man, thanks for pointing this out to me!!!! DD

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                      #40
                      This is awesome!!! Downloading now...

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                        #41
                        Decals for mobile. Yes, finally Now I just can't wait for the final built.

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                          #42
                          What about the improved spline mesh components?

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                            #43
                            Oculus VR preview still broken... *sigh*
                            Otherwise, awesome update!

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                              #44
                              Is this fix in the preview build?

                              https://github.com/EpicGames/UnrealE...49e33f276c1575

                              According to GitHub it is in 4.9.

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                                #45
                                I managed to make it work (after the 10th time it just worked) but now i have this yellow warning on the output log for EVERY sprite that i have (>10.000).
                                Example: explosion_18_png.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.

                                Any ideas on how to fix this?

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