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  • replied
    Originally posted by homelesspie View Post
    Any time frame for when we will be able to 'build lighting for selected objects only'? I saw a feature request on the Answer hub but not heard anything since. Thanks!
    Hi Homelesspie,

    This is backlogged at the moment. It probably will not be any time in the near future.

    Leave a comment:


  • replied
    Any time frame for when we will be able to 'build lighting for selected objects only'? I saw a feature request on the Answer hub but not heard anything since. Thanks!

    Leave a comment:


  • replied
    I have VS 2015 installed on my system but i get this:

    Project files could not be generated. Log output:

    Running C:/Program Files/Epic Games/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/UE4/Spartan 4.10 - 3/Spartan.uproject" -game -rocket -progress
    Discovering modules, targets and source code for game...
    UnrealBuildTool Exception: System.IO.FileNotFoundException: C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\Tools\../../VC/bin/amd64\cl.exe
    at System.Diagnostics.FileVersionInfo.GetVersionInfo(String fileName)
    at UnrealBuildTool.VCEnvironment.FindCLExeVersion(String CompilerExe)
    at UnrealBuildTool.VCEnvironment..ctor(CPPTargetPlatform InPlatform)
    at UnrealBuildTool.VCEnvironment.SetEnvironment(CPPTargetPlatform Platform)
    at UnrealBuildTool.VCToolChain.GetVCIncludePaths(CPPTargetPlatform Platform)
    at UnrealBuildTool.VCProjectFile.WriteProjectFile(List`1 InPlatforms, List`1 InConfigurations)
    at UnrealBuildTool.ProjectFileGenerator.WriteProjectFiles()
    at UnrealBuildTool.ProjectFileGenerator.GenerateProjectFiles(String[] Arguments, Boolean& bSuccess)
    at UnrealBuildTool.UnrealBuildTool.GenerateProjectFiles(ProjectFileGenerator Generator, String[] Arguments)
    at UnrealBuildTool.UnrealBuildTool.DoPostStartupStuffThatCanAccessConfigs(String[] Arguments)

    Is this an AMD only thing or i am missing something?

    Leave a comment:


  • replied
    Originally posted by Adam Davis View Post
    Yes, if you have VS2015, I would remove the Redist files.
    If you deinstall it after installing VS2015 it just might not work anymore... No reason to ever uninstall any VS runtime libraries at all.

    Leave a comment:


  • replied
    Originally posted by Distul View Post
    Blueprint to cpp converter would be cool but that sounds tedious and almost counter productive. I'd like to see more paper2d optimizations and completion. I'm well aware UE4 is more or less a 3D engine but a ton of individuals without a large studio or experience start out with 2D. Paper2d in itself isn't that bad but the tilemaps could use a lot of work. I'd love to make a local player co-op game similar to Zelda Four Swords but the engine just can't pull it off right now without going through a hail storm of bugs and tacky work arounds.

    But as far as stability and bug fixes I'd say they're doing pretty well. From 4.6 when I first started to now the engine is way more stable. My mobile game has less issues and the engine went from crashing many times a session to virtually never.

    I'm with ya man. Paper2d deserves full attention. I'm working on a large scale paper2d game right now and it's work-around city in my project. I'd love to see a lot more in the ways of features. It'd be great if we could add z layers to render shapes in the render components, so as not to split up sprites and have different render shapes to give illusion of walking behind an object. (with the render component.) It'd be great for an animation notify for animations in flipbook, and not have to worry about frame counting in code or blueprint. It'd certainly be great to have more robust collision and physics (I think box2d was on the plate but it was on and off .) I know I have a few tilemaps that I use that I can use navmesh on, I also use tile maps with procedural stuff so tilemaps is pretty good but collision is def a big thing that could be made with ease in mind.

    edit: oh and of course performance improvement across the board for having a lot of different actors doing a lot of different things (paper2d wise.)
    Last edited by Demoneyejin; 10-15-2015, 12:21 PM.

    Leave a comment:


  • replied
    so we did a complete loop around from version 4.1 to 4.1 ( since the zero after 4.1 doesn't count ) lol

    Awesome work guys, cant wait to try it out

    Leave a comment:


  • replied
    I know there was some talk of trying to fix the Zdepth fighting that happens with transparency's is there any news if that is still being working on and will be in a future r

    Leave a comment:


  • replied
    Originally posted by Stephen Ellis View Post
    Correct. It was an oversight that the file was missed in the Preview. This is why we do previews.
    OK, no worries. I got it installed this morning and she's up and working. One thing that was odd today was that I ported a 4.9.2 project over to 4.10 for testing purposes and 4.10 was asking to install the substance plugin. The strange part is that my project doesn't use substance that I am aware of. So is it just doing that since the substance plugin was installed in the 4.9 version of the engine?

    One interesting thing to note is that my test project gained 10fps converting from 4.9 to 4.10!!! AWESOME!
    Last edited by Demolition Man; 10-15-2015, 11:17 AM.

    Leave a comment:


  • replied
    Originally posted by Demolition Man View Post
    Perhaps I am a little on the confused side. I don't use code anymore, just blueprints. So WHY do I need to upgrade to VS2015?

    And to answer your question, no, I don't have VS2015 installed. I appear to have a copy of VS2013 installed.

    I wanted to apologize to you Ray. I didn't get that fact that LIGHTMASS needed the upgrade to VS2015 last night when I read your post. I obviously wasn't thinking last night because you clearly stated that in you post.

    BTW, this appears to have fixed the issue.

    Leave a comment:


  • replied
    Originally posted by Demolition Man View Post
    My point is if unreal engine 4 NEEDS that redistributable to run, it should install it.
    Correct. It was an oversight that the file was missed in the Preview. This is why we do previews.

    Leave a comment:


  • replied
    Originally posted by Joviex View Post
    Because lightmass (apparently) was updated to use the 2015 extension libraries a.k.a. windows api, instead of the older 2013 ones.

    All you need to do is download the redistributable from MS pointed out in the post you quoted.
    I guess that must be the case. My point is if unreal engine 4 NEEDS that redistributable to run, it should install it.

    Leave a comment:


  • replied
    Originally posted by fighter5347 View Post
    Were there some changes in the foliage tool? -> the culling of the meshes is totally messed up now
    Hi fighter5347,

    Can you post to the Answerhub with an example and repro steps?

    Thanks

    Leave a comment:


  • replied
    I have come across a series BUGs on ios,which maybe critical to me:
    1.DOF's focal settings never work
    2.some translucent materials don't show
    3.some particles don't show

    Here's the thread Í post on the answerhub
    https://answers.unrealengine.com/que...mobileios.html

    Thank you very much!

    Leave a comment:


  • replied
    Originally posted by KVogler View Post
    I dont have VS 2015, thus I installed the redistribute.
    If I choose to install VS 2015 in the future, do I need to remove/uninstall the redistribute, or take any other special action?
    Yes, if you have VS2015, I would remove the Redist files.

    Leave a comment:


  • replied
    Hi,

    So far 4.10 worked fine, if used with the BP templates. Now I tried to create a new project based on C++.
    Upon creating the project in the launcher, I get an error messagethat some sort of SDK ismissing....
    My windows is up to date, so what am I missing and how can I fix this?

    AnswerHub reference: https://answers.unrealengine.com/que...d-project.html

    Thanks for checking
    Cheers,
    Klaus

    Leave a comment:

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