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  • replied
    Best update of Unreal Engine 4.10? Technically (If you're being really technical) - I'm in it

    Click image for larger version

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    10/10 best update ever.

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  • replied
    Originally posted by Stephen Ellis View Post
    Blueprint Node Alignment Routines. A comprehensive set of layout routines for fast organization of blueprint graphs.
    Oh, thank god. I was using about 30% of my BP-time with organizing, making room etc. Would love to see some 'auto-format'-feature.

    Originally posted by Stephen Ellis View Post
    We focused less on new features, and more on bug fixes.


    spyro
    Last edited by spyro; 10-19-2015, 04:53 PM.

    Leave a comment:


  • replied
    Originally posted by Raed Abbas View Post
    I'm getting similar error
    Error 1 error C3859: virtual memory range for PCH exceeded; please recompile with a command line option of '-Zm23' or greater c:\ue4.10.0p1\engine\source\runtime\core\public\delegates\DelegateSignatureImpl_Variadics.inl 272 1 UE4
    Error 2 error C1076: compiler limit : internal heap limit reached; use /Zm to specify a higher limit c:\ue4.10.0p1\engine\source\runtime\core\public\delegates\DelegateSignatureImpl_Variadics.inl 272 1 UE4
    Error 3 error : Failed to produce item: C:\UE4.10.0p1\Engine\Plugins\ScriptGeneratorPlugin\Binaries\Win64\UnrealHeaderTool-ScriptGeneratorPlugin.dll C:\UE4.10.0p1\Engine\Intermediate\ProjectFiles\ERROR UE4
    Error 4 error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -waitmutex" exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 UE4

    That's when I try to compile the PS4 version. Any idea what that is?
    Did someone answer this problem?

    Leave a comment:


  • replied
    Originally posted by Timmeh_ZA View Post
    If I start a new code project in 4.9.2 will I be able to convert it to 4.10 after the previews are done?

    Also, is there list of which 300 bugs were fixed?
    Lists are published when gold releases.

    Originally posted by Steve_T View Post
    sequencer? that sounds interesting, any more information out about it at the moment?
    Sequencer is kinda old news; It's just so complex to build that, after around 1 year we dont have it completed yet.

    Leave a comment:


  • replied
    sequencer? that sounds interesting, any more information out about it at the moment?

    Leave a comment:


  • replied
    If I start a new code project in 4.9.2 will I be able to convert it to 4.10 after the previews are done?

    Also, is there list of which 300 bugs were fixed?

    Leave a comment:


  • replied
    Originally posted by KVogler View Post
    Is the volume also set to unbound (if not covering the entire level already)?
    Do other PP effects work (Lensflare, etc)?
    Does it work on opaque materials?
    1. Yes
    2. I didn't test all of them but the ones I'm currently using work fine
    3. No

    Leave a comment:


  • replied
    Originally posted by Stephen Ellis View Post
    4.10 Preview Summary

    This list provides a brief summary of updates in this release. Full release notes will be made available with the final 4.10 release. We may not be able to provide additional information about updates at this time.
    • Build Updates:
      • The launcher distribution of the engine now requires Visual Studio 2015. Visual Studio 2013 and 2015 are both supported on GitHub.

    • Platform Updates:
      • Multiple gamepads are now supported for Android along with identifying some common controller types and mappings.
      • Support for an optional launch screen for Android projects has been added.
      • Xcode Project Overhaul. Instead of a single project containing multiple targets we now have a workspace consisting of multiple projects, one per target.
      • SDK upgrades: Visual Studio 2015, Xcode 7, iOS9/MacOS 10.11 El Capitan, PS4 SDK 3.00, Android Marshmallow/6.0
      • Users are now able to explicitly select a mobile provision and certificate in the iOS Project Settings.

    • Mobile Rendering Updates:
      • Refraction on Mobile enabled on iPhone 5S and above and Android_High
      • Material Quality Level Scalability System for Mobile. Allow your mobile game to scale all the way down to low end devices, without sacrificing quality!

    • VR Updates:
      • In order to optimize rendering for head mounted displays, we’ve implemented Hidden and Visible Mesh optimizations. These two optimizations ensure that we do not spend GPU time working on pixels that will not be displayed in the actual device, because of lens distortions.
      • We’ve updated Motion Controller Components to now do a late-update right before we begin rendering. That means that controls will feel more responsive, and better reflect what the player is doing in the real world.

    • Landscape Updates:
      • Landscape Mirror Tool. Easily make symmetrical landscapes!

    • Editor Updates:
      • Blueprint Node Alignment Routines. A comprehensive set of layout routines for fast organization of blueprint graphs.
      • An experimental state for Sequencer (the future replacement for Matinee).
        • To enable Sequencer, go to Edit > Plugins > Editor > Level Sequence Editor. Create Level Sequence assets under the Animation menu.

    • Additional details and bug fixes will be communicated in the full Release Notes for 4.10!


    More than 300 bug fixes have been included in this Preview, and additional fixes will be added leading up to the final 4.10 release.


    Originally posted by Twitter: @BenjaminDSmithy
    That feeling when you discover that #UE4 Sequencer has now moved into an experimental state https://vimeo.com/30486912 @UnrealEngine#GameDev
    Tweet Link: https://twitter.com/BenjaminDSmithy/...41165754519552

    Leave a comment:


  • replied
    - Bloom is enabled and set to 1 in the Post Proccess Volume
    Is the volume also set to unbound (if not covering the entire level already)?
    Do other PP effects work (Lensflare, etc)?
    Does it work on opaque materials?

    Leave a comment:


  • replied
    My emissive materials do not glow in 4.10 :/

    - Bloom is enabled in the Project Rendering Settings
    - Bloom is enabled and set to 1 in the Post Proccess Volume
    - Engine Scalability Settings are set to Epic

    OS: Windows 8.1
    GC: Radeon 7970

    Bug Report: https://answers.unrealengine.com/que...dont-glow.html

    Last edited by Constructive Illusions; 10-18-2015, 05:17 AM.

    Leave a comment:


  • replied
    Anyone here know what I am talking about with respect to Leap Motion HMD orientation issue?

    Leave a comment:


  • replied
    Originally posted by Distul View Post
    You can get by fairly easily by using the box collision on sprites in flipbooks. Also, while sprite's don't automatically tilt on ramps it's incredibly easy to simulate. I have some blueprint code I wrote if you're in need of that (seems a lot of people are at some point).

    Also, you said you got navmesh working with tilemaps -- did you have to manually add 3D collision boxes or was adding a collision shape around the tile enough? In addition, are you collision tiles on the same axis value (eg: Y:0) as your character or do they vary (eg: Collision Y:10 Player Y:0)?
    .
    I think this question falls in line if I'm doing side scrolling or isometric, right now I'm tackling it isometric in which I have the tilemap laying flat at the origin (x,y,z =0). If not, then yes it's automatically generating a walkable solution according to my tilemap collision shapes(with no extra work needed to be done).

    My collision tiles for walkable floor is set to 0.5 (my character walks on top of that), while walls and anything else is set to a higher collision. I've yet to mess with ramps as I do teleporting from one tile map to another when moving through different "floors". I'm sure I'd see an issue when it comes to that, but we shall see when that comes. it generates well enough on this and my enemies have no problem getting to me from anywhere on the map, avoiding walls and objects (with some errors happening that sometimes they get stuck trying to path find around an object and think they succeeded when they did not.)

    I wonder if there's a way to create this functionality for tile maps: If every adjacent tile has the same collision as a tile being checked, render one collision shape for those tiles(encompasses all those tiles in one square) as a form of simplification? I wonder if it would be expensive functionality.

    Leave a comment:


  • replied
    Originally posted by vaualbus View Post
    That is a bug of the vcvarsall.
    I, probably be the one that have found it, I have post it in the bug here: https://connect.microsoft.com/Visual...tails/1610302/, now it is closed so probably in the first update of vs2015 it is solved.
    The bug go away if you disinstall the ddk.
    In my side I have create two bat file that add the folder to the PATH correctly, and I call them before running any comand from the console line after call vcvarsall.bat.
    ...
    Oh well alright, why didn't it occur to me that I can set all them. Thank you very much!

    For everybody encountering the same issue: above works just great if one sets the paths before generating the projects.

    Leave a comment:


  • replied
    Please help:

    An error occurred while trying to generate project files.

    Running C:/Program Files/Epic Games/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Unreal/PN2/PN2.uproject" -game -rocket -progress
    Discovering modules, targets and source code for game...
    UnrealBuildTool Exception: ERROR: Failed to harvest environment variables


    I have reinstalled both unreal and vs

    Leave a comment:


  • replied
    Originally posted by Mikand79 View Post
    Allright, using 4.10 from github I get a linker error:

    LINK : fatal error LNK1181: Eingabedatei "rpcrt4.lib" kann nicht ge├Àffnet werden. (rpcrt4.lib cannot be opened).

    I removed and reinstalled VS2015 as I had it installed and upgraded through since Windows 10 and VS2015 were previews, and I had to manually specify CRT include and lib paths everwhere but in cmake/qmake projects before the reinstall.

    Before that reinstall UE couldn't compile resource files, now it compiles everything fine but just fails with this linker error.

    When I generate the project files there is an CSC error telling me that "C:\Program Files (x86)\Windows Kits\10\lib\wdf\um\x64" doesn't exist. Looks like its trying to use the Driver Kit headers, but picking the wrong path. Shouldn't it pick "C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\um\x64"?

    The evironment variables apparently for the SDK (WindowsSDKLibVersion and WindowsSDKVersion) say wdf\, though no difference if I place 10.0.10240.0\ in there before generating the solution.

    How can I change it, or what do I do wrong, any tips are greatly appreciated.
    [/QUOTE]

    That is a bug of the vcvarsall.
    I, probably be the one that have found it, I have post it in the bug here: https://connect.microsoft.com/Visual...tails/1610302/, now it is closed so probably in the first update of vs2015 it is solved.
    The bug go away if you disinstall the ddk.
    In my side I have create two bat file that add the folder to the PATH correctly, and I call them before running any comand from the console line after call vcvarsall.bat.
    Here for 32bit:
    @echo Setting Includes paths now....
    @SET INCLUDE=C:\Program Files (x86)\Windows Kits\10\Include\10.0.10240.0\um;%INCLUDE%
    @SET INCLUDE=C:\Program Files (x86)\Windows Kits\10\Include\10.0.10240.0\ucrt;%INCLUDE%
    @SET INCLUDE=C:\Program Files (x86)\Windows Kits\10\Include\10.0.10240.0\km;%INCLUDE%
    @SET INCLUDE=C:\Program Files (x86)\Windows Kits\10\Include\10.0.10240.0\shared;%INCLUDE%
    @echo Setting Library paths now....
    @SET LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\km\x86;%LIB%
    @SET LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\ucrt\x86;%LIB%
    @SET LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\mmos\x86;%LIB%
    @SET LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\um\x86;%LIB%

    And here 64bit:
    @echo Setting Includes paths now....
    @SET INCLUDE=C:\Program Files (x86)\Windows Kits\10\Include\10.0.10240.0\um;%INCLUDE%
    @SET INCLUDE=C:\Program Files (x86)\Windows Kits\10\Include\10.0.10240.0\ucrt;%INCLUDE%
    @SET INCLUDE=C:\Program Files (x86)\Windows Kits\10\Include\10.0.10240.0\km;%INCLUDE%
    @SET INCLUDE=C:\Program Files (x86)\Windows Kits\10\Include\10.0.10240.0\shared;%INCLUDE%
    @echo Setting Library paths now....
    @SET LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\km\x64;%LIB%
    @SET LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\ucrt\x64;%LIB%
    @SET LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\mmos\x64;%LIB%
    @SET LIB=C:\Program Files (x86)\Windows Kits\10\Lib\10.0.10240.0\um\x64;%LIB%

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