Originally posted by disanski
View Post
Announcement
Collapse
No announcement yet.
Unreal Engine 4.11 Preview
Collapse
This topic is closed.
X
X
-
Originally posted by MacAndor View PostHi,
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!
- 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
-
Originally posted by KVogler View PostThanks for that quick demonstration Tim
About :
Does that mean strictly movable lights, or will "stationary" be sufficient.. ?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
-
Originally posted by Jenny Gore View PostAdding lightmass portal to blueprint mesh will crash engine when pressing Build.
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 PostHi 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.
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
-
Originally posted by TriNityGER View PostHow about the performance impact? Does it have any?Tim Hobson | Learning Resources | Epic Games
UE4 Documentation
Comment
-
Originally posted by Data24 View PostThanks 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.
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
Comment