Announcement

Collapse
No announcement yet.

Unreal Engine 4.9 Preview

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #61
    The packaged IOS game still crashes on ios9 public beta2...

    Comment


      #62
      Mobile Rendering Updates:
      - Dynamic Point Lights are now supported
      - Dynamic Character Shadows can be used with otherwise static lighting and shadowing
      - Decals are now supported

      Dark materials and texture clamping.
      https://answers.unrealengine.com/que...ls-bugged.html

      Thoughts on this?

      Comment


        #63
        Awesome yet again! Props to all the hardworking people at Epic getting these new features into the engine! Looking forward to getting into the new POM node as well as the distance field particle stuff!
        ARTSTATION: https://www.artstation.com/artist/noisestorm

        Comment


          #64
          Asynchronous Real-time Audio Decompression available on supported platforms
          Does this make the raw PCM samples available as well?
          Storyteller - An immersive VR audiobook player

          Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

          Comment


            #65
            Awesome! This update came surprisingly fast. Well done

            Game Design - Photogrammetry - Programming
            Tutorials · Twitter · Twitch

            Comment


              #66
              Originally posted by wettrix View Post
              I still would like to see Geometry function in UMG Blueprints which doesn't require it to be gotten from Tick, OnTouch Started etc. It would be helpful for certain positioning on different mobile devices. Like get current Geometry and then add that to Get Local Size. Read this and add it please .
              It's not accessible because it doesn't exist. The only time it's valid is after widgets have been laid out that frame. If we allowed accessed to the value outside of events and tick, it would never be predictably accurate. You'll just end up introducing frame-behind and hysteresis problems.

              One day we may add it, but I suspect the function name will end up being, GetTheLastGeometryForTheWidgetYesIAcceptAllResponsibilityAndAmAwareOfThePandorasBoxIAmAboutToOpenIGotThisBro()

              Why do you need it on mobile? Lots of people ask for it, but it's rarely the case they actually need it on every widget. They can usually just cache it themselves in their own Tick, and access it outside of Tick all they want.

              Comment


                #67
                This still happens with some right click context menu options. I don't really know how to explain it but here's a screenshot:

                Comment


                  #68
                  - Functions can now have Multiple Return Nodes
                  - Construct Object From Class node lets you spawn baser object types
                  OMG, finally.

                  Now if you would make parameters available as local variables (which there in fact are) then it wouldn't be such a pain to build functions in blueprints (currently you have to create a local variable for each parameter by hand and set it manually to reduce the amount of wires)

                  *scroll, scroll*

                  No VR rendering improvements (late-latching, hidden-area-mesh etc.)?

                  Comment


                    #69
                    On GitHub, the latest master (and promoted, and 4.9) still have FSteamController inheriting from IInputDevice and not from IMotionController.

                    I'm sure I saw a commit on there that changed this, but I cannot find it now, and if it's not in promoted or 4.9 then it probably won't make it into the 4.9 preview or release? Or do the binary releases differ from what's on GitHub? Edit: And I just checked the 4.9.0-preview-1 tag, it also does not inherit from IMotionController.

                    Edit again:
                    Nevermind. I was confusing SteamController and SteamVRController. The latter does indeed inherit from IMotionController.
                    Last edited by bullale; 07-29-2015, 11:27 AM.

                    Comment


                      #70
                      On the master branch on github a couple weeks ago I saw some commits related to LEAP Motion pass-through hands mode (images of your real-hands). Any news on this feature?
                      VR R&D @Shopify

                      Comment


                        #71
                        Originally posted by bullale View Post
                        On GitHub, the latest master (and promoted, and 4.9) still have FSteamController inheriting from IInputDevice and not from IMotionController.

                        I'm sure I saw a commit on there that changed this, but I cannot find it now, and if it's not in promoted or 4.9 then it probably won't make it into the 4.9 preview or release? Or do the binary releases differ from what's on GitHub? Edit: And I just checked the 4.9.0-preview-1 tag, it also does not inherit from IMotionController.
                        This one?

                        https://github.com/EpicGames/UnrealE...eb90d895d1281c
                        Programmer at Klang Games | Ex-CCP (EVE Valkyrie / Sparc) | @SiggiGG
                        Check out my procedural mesh examples

                        Comment


                          #72
                          Originally posted by Michael Noland View Post
                          In order to fix the warnings, delete all of the ActiveClassRedirects, K2Redirects, etc... from your [GameProjectDir]\Config\DefaultEngine.ini file (Note: If you added any yourself in order to move game-specific classes around, obviously keep those ^_^).

                          I'm hoping that we'll get a fix in 4.9 to avoid writing out these non-modified settings when editing a section in the editor, but it's not done yet, so whether it will make 4.9 or not is TBD.

                          Cheers,
                          Michael Noland
                          that helps me alot, thanks!

                          Comment


                            #73
                            Originally posted by acallado View Post
                            Oculus VR preview still broken... *sigh*
                            Otherwise, awesome update!
                            It works for me. Are you on OVR SDK 0.6.1?

                            Comment


                              #74
                              Its larger the list of bugs than the list of new features, and for what i have seen what was of 4.82 seems we are gonna get stuck on 4.76 for a while...stability and fixes should go first in my opinion, and i repeat is just my opinion. Also it looks like there is no intention to take seriously the VR community since the lack of fixes on leap motion and vr preview to name a few basics...
                              Beside that, thanks for the effort at Epic, very interesting tools to play when they get stable. Keep up doing such a wonderfull engine.

                              Comment


                                #75
                                Sorry, I made a mistake. I was confusing SteamController and SteamVRController.

                                Comment

                                Working...
                                X