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    Originally posted by disanski View Post
    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
    I'm fairly certain that's what the "Tangent" input in the hair shader is for.

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      Originally posted by MacAndor View Post
      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!
      Update:
      - Tested on a MacPro 2013, probably no bug there
      - Built a debug version from 4.11 branch, I get these when it bugs:

      [2016.01.25-18.41.46:688][309]LogMetal:Error: Command buffer 0x618000295a90 failed!
      [2016.01.25-18.41.47:043][314]LogMetal:Error: Command buffer 0x610000485eb0 failed!
      [2016.01.25-18.41.47:201][317]LogMetal:Error: Command buffer 0x610000486180 failed!
      [2016.01.25-18.41.47:551][323]LogMetal:Error: Command buffer 0x6100004861d0 failed!

      Comment


        oh thanks jessiegray88. I will give it a try and see if that's what this is for

        Comment


          Thanks for that quick demonstration Tim

          About :
          They can only be used with Dynamic lighting and dynamic objects.
          Does that mean strictly movable lights, or will "stationary" be sufficient.. ?

          Comment


            Originally posted by KVogler View Post
            Thanks for that quick demonstration Tim

            About :
            Does that mean strictly movable lights, or will "stationary" be sufficient.. ?
            Stationary lights will support it as well. The lighting channels option is grayed out when the light or object is set to static.
            Tim Hobson | Learning Resources | Epic Games
            UE4 Documentation

            Comment


              Hey guys, just came across needing TMap in Blueprints and wanted to see if this is coming in 4.11 or if I should go ahead and make a custom type to handle it in the meantime. Thanks and hope everyone is doing great!

              [UE-2114] - https://answers.unrealengine.com/que...lueprints.html

              Comment


                Lighting channels are AWESOME. A much needed feature. Thank you so much guys !
                Helium Rain, a realistic space opera

                Comment


                  Adding lightmass portal to blueprint mesh will crash engine when pressing Build.

                  Comment


                    Originally posted by Jenny Gore View Post
                    Adding lightmass portal to blueprint mesh will crash engine when pressing Build.
                    Hi Jenny,

                    Can you make a post on the AnswerHub in the Bug Reports section with this one? I did a quick test and was not able to reproduce this in 4.11 preview 3. I simply placed a lightmass portal in the level and added to a BP, then built lighting.

                    If you can include the call stack from crash reporter along with your machine/epic id, your logs from your saved folder in your project, and any additional information with the setup that would be greatly appreciated.

                    Thank you!
                    Tim Hobson | Learning Resources | Epic Games
                    UE4 Documentation

                    Comment


                      Originally posted by Tim Hobson View Post
                      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.
                      How about the performance impact? Does it have any?

                      Comment


                        Hi guys!
                        I'm having difficulties to test my (Advanced Vehicle Kit) project in 4.11 Preview 3.
                        I'm experiencing something really strange, which i also have reported on the answershub (https://answers.unrealengine.com/que...or-or-log.html).
                        In sort, the problem is that, when i press play and start driving around with the car, the direction doesn't matter, after a few meters it will instantly quit and leaving me without any error/bug or log report, so i can't find the cause of this problem.
                        Here is the video: Youtube
                        What can i do in this situation?
                        Last edited by Balint3DDesign; 01-26-2016, 03:11 PM.

                        Comment


                          Thanks for working so hard and give us regularly updates. Can you say when the feature request UE-19768 (Auto T-Pose) will find it's way in a release. I think there are still many people using T-Pose models.

                          Comment


                            Originally posted by TriNityGER View Post
                            How about the performance impact? Does it have any?
                            There is some because the object is casting shadows in that channel, but since it's not casting shadows on the entire level it's not as bad.
                            Tim Hobson | Learning Resources | Epic Games
                            UE4 Documentation

                            Comment


                              Originally posted by Data24 View Post
                              Thanks for working so hard and give us regularly updates. Can you say when the feature request UE-19768 (Auto T-Pose) will find it's way in a release. I think there are still many people using T-Pose models.
                              This is listed as Backlogged currently.

                              While this may be discouraging I wanted to take this opportunity and share an article that Max Preussnner wrote that goes over the process for new features and feature requests and why they may take a while or may not make it into the engine. I think this article is a good source of information for anyone who may not be aware of Epic's process for features.

                              https://headcrash.industries/stories...e-it-into-ue4/
                              Tim Hobson | Learning Resources | Epic Games
                              UE4 Documentation

                              Comment


                                Are there any plans to overhaul your foliage system? We're getting tremendous performance hits in ways we wouldn't on something like CryEngine or even Unity.

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