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    How would one experiment with the new VR feature : "Stereo Layers" ? Any documentation / example on that?

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      To the users who have macs, and have installed preview 3. What's the performance differences between metal vs non metal?

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        Deterministic cooking "bug-finder" commandlet

        How to use this stuff ? Is it a part of cooking commandlet?

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          Update on my exe-not-running problem. It wasn't the preview at fault - it was the sqlite plugin. The author just updated it yesterday (thank god! - for me) and now the build runs fine. Interesting that there was no message or any sign that anything was happening when I tried to run my app before - you'd think there would be some kind of error message or log?

          TLDR: Not a problem building with 4.11

          Thanks!

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            Originally posted by Stephen Ellis View Post
            Networking Updates:

            Packet handler system

            Easy interception of packets for things like encryption, compression, etc
            Added CryptoPP, and packet handler components that support it out of the box
            This is very encouraging! I spent the better part of last week trying to tunnel client/server traffic through SSH or over VPN and neither worked. I can't use Unreal for my current project unless I can encrypt the data but as long as I know this is in the works, it'll be easier to convince the rest of the team that this is our tool.

            Are there some examples of how this could be used in a C++ project?

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              ConfigCacheIni changes in 4.11

              Unreal Build Tool has drastically changes in 4.11. One of them is ConfigCacheIni which is currently limited only for sections:

              Code:
              {"AppxManifest", "CommonSettings", "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "/Script/AndroidPlatformEditor.AndroidSDKSettings", "/Script/BuildSettings.BuildSettings", "/Script/IOSRuntimeSettings.IOSRuntimeSettings", "/Script/WindowsTargetPlatform.WindowsTargetSettings", "/Script/UnrealEd.ProjectPackagingSettings", "/Script/PS4PlatformEditor.PS4TargetSettings", "/Script/XboxOneTargetPlatform.XboxOneTargetSettings", "/Script/HTML5PlatformEditor.HTML5TargetSettings","PS4SymbolServer","/Script/EngineSettings.GeneralProjectSettings","/Script/XboxOneTargetPlatform.XboxOneTargetSettings", "/Script/UnrealEd.ProjectPackagingSettings", "InstalledPlatforms"}

              I see this commit: https://github.com/EpicGames/UnrealE...8ca8ffa3cb3a49 and there is implemented new ConfigCacheIni_APL which is copy&paste from original ConfigCacheIni with small modifications... It's redundant...

              Is it possible to use original ConfigCacheIni in own plugin for other sections without implementing new one?
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                Hey,

                What about UE-7019 ? It makes almost impossible to create 2d game with a high contrast dark/light graphics. It's more than a year since it was reported. Yes, there is not many games with this type of graphics but the bug also prevent anyone to use point light in an orthographic (2d) view.

                Thanks

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                  Any more info on the lighting channels? Is it finally possible to filter out objects from being lit with dynamic lights. For example cavern interiors?

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                    Not sure if I should post it here or feedback forum.

                    Import FBX into Level
                    I saw developers are working on this feature https://trello.com/c/z2g0pU1D
                    I asume it's for 4.11.

                    Recognizing the instances sounds awesome and should improve my workflow.
                    With speeding up workflow in mind, I was wondering if more is added into this tool like:
                    1. Setting an appropriate Lightmapsize either based on:
                      • object name, for example *lm256_* or lmMedium/Small/Huge where you can set what size each type is.
                      • automatic calculation based on surface size the lightmap needs to cover
                    2. Option that objects in a group are merged into one object.
                    3. Will a specially made Collision Object still attach to the right object?
                    4. For Archviz you ussually uvw-map box and UE4 does a decent job making a Lighmap for most objects. I'm a bit concerned UE will crash on generating Lighmaps. I could send a 3D file of a complicated scene with bad geometry for testing (converted from Nurbs :P). I know that the generated lightmaps with crossing tangents extremely slow down light baking (weird how extreme it increases). So those you still need to fix manually :P

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                      Hi,

                      Could someone please try the following on Mac with Metal with an nVidia GPU (preferably GTX 700 series):
                      1, Create a new project from Blueprint > Vehicle Advanced
                      2, After the scene loads start rapidly scrolling out of the scene with the mouse wheel.

                      Sometimes this locks up my editor completely.

                      Thank You!
                      Last edited by MacAndor; 01-25-2016, 12:37 PM.

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                        StagedBuilds ( x64 , Development Build wont start.)
                        Engine Crash :


                        Cheers!

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                          Originally posted by Gmi View Post
                          Any more info on the lighting channels? Is it finally possible to filter out objects from being lit with dynamic lights. For example cavern interiors?
                          Hi Gmi,

                          The lighting channels are fairly straight forward. They can only be used with Dynamic lighting and dynamic objects.

                          You can set the channel(s) in the lights details panel under the "Lighting Channels" category.

                          Click image for larger version

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                          You can easily test this in a scene by setting up several objects and setting a point light for each that has overlapping radius and three lights and 4 objects.

                          In this example, I've got 4 assets (3 shapes and the floor) and 3 lights with each their own lighting channel.

                          In the image on the right all are using Lighting Channel 1. On the Right, only the shapes are being light by an individual light channel with the floor not using any light channel for lighting.

                          Click image for larger version

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                          Tim Hobson | Learning Resources | Epic Games
                          UE4 Documentation
                          Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
                          _____________________________________________
                          Follow me on Twitter @TimHobsonUE4 | My Personal Website
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                            Originally posted by CLBander View Post
                            StagedBuilds ( x64 , Development Build wont start.)
                            Engine Crash :


                            Cheers!
                            HI CLBander,

                            Can you post this in the Bug Reports sections of AnswerHub with any relevant information to reproduce the error? You will also want to include the logs. You can reference the link in my signature for how to submit a bug report for the relevant information we will need.

                            Thank you!

                            Tim
                            Tim Hobson | Learning Resources | Epic Games
                            UE4 Documentation
                            Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
                            _____________________________________________
                            Follow me on Twitter @TimHobsonUE4 | My Personal Website
                            Photons Be Free: Mini-Tutorials and other Curiosities

                            Comment


                              Originally posted by gameDNA studio View Post
                              ConfigCacheIni changes in 4.11

                              Unreal Build Tool has drastically changes in 4.11. One of them is ConfigCacheIni which is currently limited only for sections:

                              Code:
                              {"AppxManifest", "CommonSettings", "/Script/AndroidRuntimeSettings.AndroidRuntimeSettings", "/Script/AndroidPlatformEditor.AndroidSDKSettings", "/Script/BuildSettings.BuildSettings", "/Script/IOSRuntimeSettings.IOSRuntimeSettings", "/Script/WindowsTargetPlatform.WindowsTargetSettings", "/Script/UnrealEd.ProjectPackagingSettings", "/Script/PS4PlatformEditor.PS4TargetSettings", "/Script/XboxOneTargetPlatform.XboxOneTargetSettings", "/Script/HTML5PlatformEditor.HTML5TargetSettings","PS4SymbolServer","/Script/EngineSettings.GeneralProjectSettings","/Script/XboxOneTargetPlatform.XboxOneTargetSettings", "/Script/UnrealEd.ProjectPackagingSettings", "InstalledPlatforms"}

                              I see this commit: https://github.com/EpicGames/UnrealE...8ca8ffa3cb3a49 and there is implemented new ConfigCacheIni_APL which is copy&paste from original ConfigCacheIni with small modifications... It's redundant...

                              Is it possible to use original ConfigCacheIni in own plugin for other sections without implementing new one?
                              ConfigCacheIni was changed for better efficiency during building in 4.11 by only keeping the sections it needed as you noted. Some way to add extra sections will likely be in place for 4.12, but for 4.11 I copied the original functionality into the AndroidPluginLanguage.cs so the build process for plugins could still access any sections it wanted in the APL XML.

                              Comment


                                Hey guys can we still use flow maps with the new hair shading model? How else would we drive the Anisotropy direction?
                                Thanks in advance

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