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    Originally posted by Stephen Ellis View Post
    Hah, good find. I'll investigate this one tomorrow and take it out of this quantum state of uncertainty.
    First you guys provide an awesome engine and then you actually build a working Heisenberg Compensator too?


    Thanks and keep on it

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      Originally posted by LeFxGuy View Post
      UE-25747 is listed both in Fixed! in Preview 5 and in the Know Issues list
      Originally posted by Stephen Ellis
      Hah, good find. I'll investigate this one tomorrow and take it out of this quantum state of uncertainty.
      Actually this one is basically accurate for being in both lists. The bug was reported for "several Mobile devices". A fix was made. Many of those devices did get fixed, but the issue still occurs on Mali based devices now. (we should have just opened a new bug)

      Originally posted by DevilsD
      Any word on whether or not UE-18622 will be included in 4.11?
      Sorry but it doesn't look like this one will make it into 4.11. The current aim is 4.12. If you desperately need the fix, I encourage switching over to the use of source code and integrating the code from the pull request yourself.

      Cheers
      Stephen Ellis | Enterprise Program Coordinator

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        Is 4.11 on track for a late February release?
        ArtStation

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          Originally posted by The_Distiller View Post
          Is 4.11 on track for a late February release?
          I'd like to know this as well, we are building a new image for the computers at our university and don't know if I wait for 4.11. We can wait until the end of the month only.
          Jefferson Pinheiro

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            Originally posted by The_Distiller View Post
            Is 4.11 on track for a late February release?
            We are currently anticipating a March release for 4.11.

            Cheers
            Stephen Ellis | Enterprise Program Coordinator

            Comment


              Originally posted by Stephen Ellis View Post
              We are currently anticipating a March release for 4.11.
              Thanks for the info! Would it be possible to get some kind of documentation/examples for the new shaders hair/eye etc. beforehand? Even just highres screens of the material and texture setups would help.
              ArtStation

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                Really looking forward to those lightmass changes, here's hoping I can trim a few hours off my bakes.

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                  It doesn't look like JIRA [UE-20602] is getting to be fixed since it's been in since V4.9. Is there any way to make a BP project go back to using V4.8?

                  Comment


                    Originally posted by Stephen Ellis View Post
                    Sorry but it doesn't look like this one will make it into 4.11. The current aim is 4.12. If you desperately need the fix, I encourage switching over to the use of source code and integrating the code from the pull request yourself.
                    I would but unfortunately this is for BP only Marketplace asset that i need this fix for.

                    Thank you for the clarifying that it wont be in 4.11
                    Im an Moderator on UnrealSlackers Discord! Which is a Community driven group of likeminded people here to discuss UE4! Join UnrealSlackers on Discord!

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                      What about audio? Are there any new features?

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                        Hi Epic,

                        Any update on these 2 issues
                        UE-25066
                        UE-26194

                        Will these be fixed in Final release of 4.11?

                        P.S: Is there any public bug tracker where we can track the current status of bugs instead of troubling you guys?

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                          Something about the issue of the events of the media player?

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                            Setting the bundle id in ios for packaging appears broken in 4.11.

                            I get a codesigning error complaining that the provisioning profile does not match my bundle identifier "???com.YourCompany.XXX??? even though the bundle id is explicitly set in the project settings.

                            This occurs in both new and converted projects.

                            Also - Is there a way to view the currently open issues (e.g. read-only view of Jira)?

                            Would be really useful to see if a bug is a known issue, or what progress is being made

                            Thanks for any feedback/advice/help
                            https://www.casualdistractiongames.com

                            Comment


                              Originally posted by Jenny Gore View Post
                              New hair model works with Masked rendering so shadows should also work. Dynamic inset shadow will help with resolution related problems. Also you never should bake shadows to albedo map because it will not darken specular at all. But instead you should use Cavity map which is grayscale texture. Then you multiply albedo and specular value(usually 0.5) with this. https://docs.unrealengine.com/latest...sed/index.html
                              Would I use xNormal to make this cavity map?

                              I read this from the link you gave me:

                              "Small scale geometry, especially details only present in the high poly and baked into the normal map, will not be picked up by the renderer's real-time shadows."

                              Does this mean there won't be any shadows inbetween strands of hair laid out on hair cards? The hair cards would have albedo and normal map, but it seems I need an AO/Cavity map right?

                              "To capture this shadowing, we generate a cavity map, which is typically an AO map with very short trace distance."

                              Anyone know how to make this AO map that is technically considered a cavity map? I have 3d studio max, zbrush, xnormal. Maybe xnormal can make AO/Cavity map from your high/low poly versions?

                              "This is multiplied by the final BaseColor before output and multiplied with 0.5 (Specular default) as the Specular output. To be clear this is BaseColor = Cavity*OldBaseColor, Specular = Cavity*0.5. "

                              This I understand I think. The way the nodes multiply with each other in the material setup.

                              Depth Map for Hair

                              Does anyone know how the Paragon guys made their hair depth maps? Does it have anything to do with this link: https://docs.unrealengine.com/latest...s/4/index.html
                              Last edited by MeshMyster; 02-11-2016, 11:42 AM.

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                                Hi Stephen,

                                I took a look at the UnrealEngine Git history to understand why tessellation was disabled after Preview 2, but I'm afraid I didn't find an answer. Can we hope the feature will be back in the 4.11 release ?
                                Helium Rain, a realistic space opera

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