The Module Unloading problem is still occurring for me even in a binary version of the engine now. Something is very screwed up here..
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Everything @ Stormtide Games - Snr Programmer @ Black Matter Pty.
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Originally posted by TheJamsh View PostThe Module Unloading problem is still occurring for me even in a binary version of the engine now. Something is very screwed up here..NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by HeadClot View PostWill the use of Embree have a impact on those of us who use AMD Video Cards / CPUs?
Light builds are now 2x faster in some cases and that's just awesome!Tim Hobson | Learning Resources | Epic Games
UE4 Documentation
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Originally posted by GalaxyMan2015 View PostI had the same issue, different module, same error. i did a Clean followed by a Build (completely rebuild engine from scratch) and it then allowed me to start the editor successfully.Are you downloading the engine via the Zip from GitHub or via a Git client of some kind? I'm using Source Tree to download it. Done it twice now, both times to no avail.
The editor itself seems to start, I can create new projects just fine. It's only when I try to load my game with it that the module unloads itself during startup - but still makes no sense. I find it odd that both the Launcher and the Source version do it to me.Everything @ Stormtide Games - Snr Programmer @ Black Matter Pty.
Twitter - YouTube - Tutorials and Resources: jambax.co.uk
Games: Satellite Command - Hell Let Loose - Project Orion - Eclipse
Marketplace: Sparse Grid Plugin - Export PNG
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Originally posted by Tim Hobson View PostThere is no impact on use of different cards/CPUs. This is just replacing the original method of gathering traces for light calculations. The fact that the library was developed by Intel has no bearing on the CPU that is used.
Light builds are now 2x faster in some cases and that's just awesome!
This has been a major concern of mine. Thank you for putting it to rest
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Originally posted by Antares View PostDoes someone know how to enable metal rendering on my mac ? Is there the experimental option in the editor settings ? Thanks
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Originally posted by KitatusStudios View PostBug: Terrible strobing in anim viewer / scene with a few objects
Able to reproduce?: Yup. Clean project will cause it.
GPU: GTX 970
Has this happened in any previous engine: Nope.
So far I have not been able to reproduce this following these steps: In UE4, in a new Third Person Blueprint project, I tried to reproduce the issue by 1) Playing in editor, 2) previewing all default anim sequences in Persona and 3) scrolling over the miniature preview animations available when selecting animations for a Blendspace.
*Note, I just updated my drivers last week so please make sure your drivers are up to date. -Thanks
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Sweet, really excited that OSX is getting a Metal renderer. Obviously it's never going to be ideal, but I'd love to be able to use my 13-inch Macbook Pro as a portable dev machine - currently the framerates on Intel Iris are just a bit below playable, but I'm crossing my fingers that the Metal renderer will push it into comfortable territories.Last edited by Beaucephal; 12-30-2015, 02:35 PM.
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Glad the layout is fixed! Cant wait for a stable release (some blueprints crash in 4.11p1 but not 4.10.1 upon compile)Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations
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Originally posted by Nsomnia View PostGlad the layout is fixed! Cant wait for a stable release (some blueprints crash in 4.11p1 but not 4.10.1 upon compile)
Can you make sure to post your crashes to AnswerHub in the Bug Reports section, if they are not already? Once done we can get those assigned out to our team to investigate as quickly as possible.
Thank you!
TimTim Hobson | Learning Resources | Epic Games
UE4 Documentation
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I'm not really seeing any tangible performance increase with the Metal renderer on my Iris 6100. I'm guessing this is probably not really Epic's problem, but similar to the lack of performance gains seen on IGPUs under DirectX12. So, that's a little disappointing I guess, but probably to be expected. It's a real shame Intel can't just come up with an IGPU solution that doesn't completely suck, haha.
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