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    The issue with standalone games not working with VR (UE-24264) (jn my case DK2) is still occurring. I'm running oculus runtime 0.8 (as 1.0 isn't implemented yet as per the release notes at the start of this thread).
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      add Russian language. pleas ... it is very difficult to work in a foreign language.

      Last edited by arkadihard; 01-10-2016, 08:16 AM. Reason: foto

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        I think there's a bug with BSP object's Details tab. In the editor sometimes the Surface Properties will disappear randomly.

        edit: apparently it's not random. Clicking on a brush object in World Outliner tab will hide the Surface Materials and Surface Properties. While clicking on a brush object in 3D view window will show them normally. Also I noticed that the material list of a brush sometimes shows different material(s) although visually the brush is still shown with correct material. Clicking on the brush few times will bring the correct material list in Surface Materials tab.
        Last edited by tupikp; 01-11-2016, 08:42 AM.
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          Just want to bump UE-24810 and UE-24809 priority, basically with fog issue ALL of my projects are unusable, including Marketplace products.
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            Originally posted by hls333555 View Post
            MainFrameActions: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception: ERROR: GetBuildPlatform: No BuildPlatform found for IOS
            MainFrameActions: Packaging (iOS): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
            MainFrameActions: Packaging (iOS): Domain_ProcessExit
            MainFrameActions: Packaging (iOS): copying UAT log files...
            MainFrameActions: Packaging (iOS): BUILD FAILED
            PackagingResults:Error: Error Unknown Error

            I cannot package for ios now...
            I am getting this error also, but can package fine with 4.10

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              "A material with tessellation active is rendering as transparent"


              Yep! I have the same problem. Anybody know how to fix it?

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                Originally posted by zeOrb View Post
                Just want to bump UE-24810 and UE-24809 priority, basically with fog issue ALL of my projects are unusable, including Marketplace products.
                Hi zeOrb,

                UE-24810 has already been resolved internally and should make it out in one of the upcoming preview releases. I'm not sure if it'll be in 4.11 p2 yet or not though, but should make it into preview 3.

                UE-24809 is still yet to be resolved.

                Keep an eye out for Stephen's 4.11 Preview posts for updates on current known 4.11 bugs being addressed.

                Thank you!

                Tim
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                  Eye shader setup.

                  Can someone please just copy-paste a quick screengrab showing the basic shader graph for use with the eye shader? I've tried everything I can think of, and it looks awful (illumination only affecting iris when light is shining from directly below, no refraction etc etc)
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                    Has there been changes to how Actor Detail customization works in 4.11?

                    I am attempting to migrate plugins from 4.9 to 4.11 and running into a major problem with a custom camera actor that I have.

                    This custom actor is basically an enhanced camera that connects to our pipeline database. I have having two major issues porting from 4.9 to 4.11

                    1. On our custom CameraComponent which inherits from UCameraComponent, we had hidden the base CameraSettings. Worked fine in 4.9 but now it causes the stock camera details code to crash saying it can't get the parameters for display. Removing this fixes it but of course now all the base camera settings are exposed to our artists which we don't want.
                    2. This is a larger issue, but it appears there is some change with object references inside CustomizeDetails? Previously we would get the object being customized with DetailLayout.GetObjectsBeingCustomized(), but this is now returning invalid objects. Strangely it works fine if you drag out the actor but don't let go. In other words, drag the actor from the left panel into your scene but keep holding down the mouse button. You can see all the properties displayed correctly, showing the right data. Soon as you release the mouse button though it will crash and the object references that were just working fine will all be invalid.

                    A snippet of the code causing the problem for point #2:
                    Code:
                    // Declared in the class
                    TWeakObjectPtr<AMPCCameraActor> Camera;
                    
                    // Code in CustomizeDetails()
                    TArray<TWeakObjectPtr<UObject>> objects;
                    DetailLayout.GetObjectsBeingCustomized(objects);
                    Camera = Cast<AMPCCameraActor>(objects[0].Get());
                    //.....
                    // Inside omitted slate code...
                    SNew(STextBlock)
                    .Text_Lambda([this]()->FText {return FText::FromString(Camera->Job);} )
                    The Camera object passed into the lambda is valid up until such time as you release the object into the scene then it becomes invalid.

                    EDIT: Added #2 to AnswerHub: https://answers.unrealengine.com/que...d-objects.html
                    Last edited by John Vanderbeck; 01-11-2016, 06:32 PM.

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                      "We now have support for 3 lighting channels. You can set which channels a PrimitiveComponent or a LightComponent is in."

                      Apologies is this is a dumb question but would this support UI objects with their own lighting model (custom lights) rendered at the same time as a 3d game scene? [and on mobile - while we're asking...]

                      Comment


                        Hello,

                        First of all : realy THANK YOU for Lighting Chanels. Even if it's only 3 and for movable lights : it will help so much to light characters and other movable meshes.

                        But, in the row i wanted to test capsules shadows. The render is pretty cool. Even if I guess I'm working with a bad configuration, (i used the bones to the characters, so it's not realy optimal). I just wanted to see how it's work.

                        I don't know if there are too many capsules, but when I used a movable skylight unreal crashed if I switch from stationary to movable. If I change the skylight intensity. If the Skylight is already in my scene and I activate the Capsule Direct Shadow (or Capsule Indirect Shadow).

                        Please, is it possible to learn more about it ?

                        I know there is a demo to introduce the feature, but à didn't realy hear some restriction about this (even the more shapes we have, the higher the cost of the shadow will be).

                        And, sorry for my bad english, i hope i am understandable.

                        Thank you in advance.

                        Comment


                          Originally posted by Tim Hobson View Post
                          Hi zeOrb,

                          UE-24810 has already been resolved internally and should make it out in one of the upcoming preview releases. I'm not sure if it'll be in 4.11 p2 yet or not though, but should make it into preview 3.

                          UE-24809 is still yet to be resolved.

                          Keep an eye out for Stephen's 4.11 Preview posts for updates on current known 4.11 bugs being addressed.

                          Thank you!

                          Tim
                          Hi,

                          any Info on UE-21676?
                          Pretty crippling for VR developement

                          Comment


                            UPDATE!

                            We have just released Preview 2 for 4.11! Please view the Known Issues List on page 1 of this thread for the updated list of known issues.

                            Thank you for your continued help in testing the 4.11 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.

                            Cheers!

                            Fixed in Preview 2 - CL 2822657

                            Fixed! UE-24563 Editor should launch launcher silently
                            Fixed! UE-25092 Error in NonUnityTestCompile_OnMac due to Shadow variable
                            Fixed! UE-25032 UnrealHeaderTool is checking for plugins required only by game.
                            Fixed! UE-24812 Editor crashes when adding a mesh reference to the event graph of a blueprint
                            Fixed! UE-24590 Crash resetting Bound Bone in Anim Dynamics node
                            Fixed! UE-25064 Crash upon removing Input Axis in Project Settings by using X
                            Fixed! UE-24958 Crash when getting the sequence player in level blueprint
                            Fixed! UE-24857 Re-implement plugin changes in 4.11
                            Fixed! UE-24854 Add release custom version
                            Fixed! UE-24729 Vehicle Blueprint template has hole in the floor
                            Fixed! UE-24710 Third Person Code has failed import load errors
                            Fixed! UE-24694 Match 3 crash when spamming gem moves
                            Fixed! UE-24773 Enabling Tessellation on Materials in 4.11 causes geometry to Disappear
                            Fixed! UE-24741 Flickering SpeedTree foliage when destorying an actor using the same mesh
                            Fixed! UE-24724 Dropdown menus are behind the Import window on Mac
                            Fixed! UE-24292 Using the Set console command to change a value at runtime causes a crash
                            Fixed! UE-24326 Vehicle Advanced projects have missing and blocking collision
                            Fixed! UE-24522 Find-in-Blueprints no longer works after switching languages.
                            Fixed! UE-24167 Physics Asset cannot be moved in the level
                            Fixed! UE-25140 VS2015 builds sometimes hang when using XGE
                            Fixed! UE-25027 Reading from ini sections not cached by new build system doesn't work in Android Plugin Language
                            Fixed! UE-25026 Puzzle Code lighting needs to be rebuilt
                            Fixed! UE-25013 Editing right-to-left text is very unstable
                            Fixed! UE-24967 Integrate D3D12 update from MS
                            Fixed! UE-25120 OBB downloader license check causes exception if TargetSDK set to 21 or higher
                            Fixed! UE-25090 Java libraries copied to JavaLibs by Android plugin are not included in project dependencies
                            Fixed! UE-25031 Mesh particles do not work on mobile
                            Fixed! UE-24989 Find-in-Blueprints does not find anything outside of current asset or Engine content
                            Fixed! UE-24975 Instanced stereo foliage culling incorrectly
                            Fixed! UE-24963 Zen Gardens opens with Load Errors/Map Checks/Warnings
                            Fixed! UE-24962 Crash exiting D3D12
                            Fixed! UE-24926 Include Render Pass name as variable in Filename Format field
                            Fixed! UE-24920 EXR renders won't go above 640x360 when rendering from an Editor Window
                            Fixed! UE-24900 Main and Alt input keys set in Touch Interface do not work
                            Fixed! UE-24873 Mac: Clicking on parent window when a child window is behind it activates the child window
                            Fixed! UE-22068 Changing inherited value in a blueprint child class also changes it in parent
                            Fixed! UE-21795 Switch on Gameplay Tag does not correctly register tag alterations in Standalone game
                            Fixed! UE-23269 Crash opening QA-Animation on Mac
                            Fixed! UE-22970 The white horizon for the sky is flipped upside down (at top of screen instead of bottom) for non-MobileHDR on mobile devices
                            Fixed! UE-24852 Creating a Blueprint out of existing Blueprints crashes the editor

                            REMEMBER: Please report any new bugs you find to the UE4 Answerhub
                            Last edited by Stephen Ellis; 01-12-2016, 06:09 PM.
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                              Originally posted by Adam Davis View Post

                              Fixed! UE-24563 Editor should launch launcher silently



                              -----

                              Fixed! UE-24857 Re-implement plugin changes in 4.11
                              I've been working a lot on Plugins for UE4 dev teams recently; I need more info about this please; where can I check fix details? GitHub?
                              Does this fix means we don't need to close UEditor anymore to reload plugin compiled code??
                              Last edited by BrUnO XaVIeR; 01-12-2016, 12:38 PM.
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