Sequencer! I'm so excited. I just got one to work during gameplay!!! WOWW!
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Unreal Engine 4.10 Preview
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Alignment functions just BEAUTIFUL, but please add some hotkeys for them. It's extremely time consuming to Right click -> Go to menu -> Go to submenu -> Choose correct options for every section of BP you want to manage. I mean I need to align node more often than create them so I think it should be easier to invoke.
Thanks!SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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Originally posted by zeOrb View PostAlignment functions just BEAUTIFUL, but please add some hotkeys for them. It's extremely time consuming to Right click -> Go to menu -> Go to submenu -> Choose correct options for every section of BP you want to manage. I mean I need to align node more often than create them so I think it should be easier to invoke.
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Originally posted by MackeyK24 View PostHoly Moly... That would be so awesome to have a Blueprint to C++ Converter.
Cant wait to see that feature in the engine. (Seeing how EVERY bit of everything is in blueprint... Hardly any Docs or Tutorials on doing stuff with C++ JUST BP)
2. For anyone that wants to convert more blueprint stuff to C++, it's not super difficult to do in most cases by hand, though a tool would definitely take out a lot of busywork. Here is my general workflow for it:
First, get VAX if you can. Visual Assist is super super helpful for working your way around the engine really quickly. So many times thinking, "It seems like an engine like unreal should have a function that does "blahblahblah" and searching for it in VAX gets me those answers super fast compared to VS's built in search, which can take a couple minutes a pop when it gets bad.
Second, for any blueprint function you want to find they usually follow this kind of pattern. If the blueprint function is "Your Function Name", the C++ function on the same object type will probably be something like "YourFunctionName" or "K2_YourFunctionName" ("Set Actor Location" becomes "K2_SetActorLocation", which calls "SetActorLocation" for example). Also, in the blueprint you can right click and hit "Goto Code Definition", which is spotty, but usually gets me close enough that I can just ctrl-f my way there. Other than that you can pretty much replace blueprint code with C++ code almost 1:1, which is super convenient and much less a pain in the *** than I expected it to be when I started having to do that.
Anyway, just sharing because it's much less intimidating than it initially sounds, and from what I've heard the performance increases can be substantial if you're doing something a lot.
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anyohe has vc runtime 2015 that do not get error on install? if preview 4.10 needs it to just run too?
http://pasteboard.co/1y7775f5.png
EDIT: Win was damaged somehow, win reinstall fixed.tox.chat - Skype alternative, fast C/C++, no bloat.
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One of developer said bug with 3d widgets interactivity was fixed in 4.10 yet it still does not work. Link for referenceSuperGrid: Marketplace Page | Feedback Thread | Demo | Website
Level design and prototyping for newbies
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Originally posted by werwack View PostHello,
I have a very basic question: how can I download ant try the 4.10 previews? I didn't find them in the Launcher.
Thx
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Originally posted by zeOrb View PostOne of developer said bug with 3d widgets interactivity was fixed in 4.10 yet it still does not work. Link for reference
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Originally posted by Antidamage View PostOuch. We only bought VS Pro 2013 three months ago because UE didn't support 2015 then. Now it's 2015 or nothing. Any chance of fixing this Stephen? It doesn't seem like a technical limitation.
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