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    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.

    Comment


      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.
      WIP Wasabi Horizon: https://forums.unrealengine.com/show...wasabi+horizon

      Comment


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

        Comment


          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.
          "I'm an engineer. I design illusions and construct the apparatus necessary for performing them."

          Comment


            - 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?

            Comment


              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
              Regards,
              Benjamin D. Smith

              Founder & CEO | Binary Sword Pty Ltd
              Currently working on: ODIN Tracker (UE4 Plugin)

              Comment


                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
                "I'm an engineer. I design illusions and construct the apparatus necessary for performing them."

                Comment


                  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?

                  Comment


                    sequencer? that sounds interesting, any more information out about it at the moment?
                    | QuinnVR | Portfolio | Twitter |

                    Comment


                      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.
                      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                      Comment


                        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?

                        Comment


                          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.

                          Comment


                            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.
                            KITATUS
                            "Information shouldn't be behind a paywall, It should be free for all!"

                            Comment


                              Where/how activate the Blueprint Node Alignment Routines??? (or what is the effect of this feature if it is already activated?)

                              Comment


                                This release is super cool for two reasons :

                                - bugfixes, not features !
                                - first UE release that doesn't break anything on my project !

                                I understand that people are always asking for features, but this kind of release is very much welcome and I really appreciate it. I don't even know which bugs were fixed, but the fact that you're doing stability is really good news.
                                Helium Rain, a realistic space opera

                                Comment

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