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    I hope Landscape Tessalation becomes more viable with 4.11, for larger worlds.
    LEGENDS OF EPICA | CS - SPACE ALPHA

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      Originally posted by FrederickD View Post
      It seems something with the camera refactor doesn't work as expected on gearVR
      Hi Frederick,

      Can you please post this to AnswerHub in the Bug Reports section so we can investigate? Make sure to include any needed steps to repro the issue along with the Gear VR 1 or 2, device, OS version, and all other relevant information needed.

      Thank you!

      Tim
      Tim Hobson | Learning Resources | Epic Games
      UE4 Documentation

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        Originally posted by Kanizitas View Post
        Is there a new version of raycast distance field shadows for pointlights?

        Id like pointlights that raycast field shadows in realtime without building anything. Is there any way to fake it maybe?
        Hi Kanizitas,

        If you have Distance Fields enabled for your project you can enable their use on any Point/Spot Light by setting this in the Details panel. There is a category for Distance Field Shadows that you can enable them with a check box.

        To adjust the softness of the light source you can adjust the Source Radius for the light.
        Tim Hobson | Learning Resources | Epic Games
        UE4 Documentation

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          I got some problems with some png textures in 4.11, some get like too much bright after importing (switch to jpg work ok), i don't known if someone report any problem importing png textures.
          pd: excuse my english.

          lfw/paid modeling, painting, texturing.

          Comment


            Originally posted by Tim Hobson View Post
            Hi Kanizitas,

            If you have Distance Fields enabled for your project you can enable their use on any Point/Spot Light by setting this in the Details panel. There is a category for Distance Field Shadows that you can enable them with a check box.

            To adjust the softness of the light source you can adjust the Source Radius for the light.
            Thats not what i asked XD This technique needs to build for meshes. Wich takes long and is not efficient.
            Im asking for a dynamic realtime work that dont needs to be build in any way, that will only appear in renderer.

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              Originally posted by Kanizitas View Post
              Thats not what i asked XD This technique needs to build for meshes. Wich takes long and is not efficient.
              Im asking for a dynamic realtime work that dont needs to be build in any way, that will only appear in renderer.
              Building distance fields take a long time. This is the reason those can't be build in realtime. It's most efficient way to precalculate them instead of calculating them each frame from scratch.

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                Did anything change in 4.11 in terms of how post process materials handle sampling textures?

                A post process I used earlier (4.10) with some sampled dynamic textures and in 4.11 they're still emitting (tested on a billboard and mesh with regular material and they show up) but in the post process the material doesn't show up. Any idea what could've changed?

                Edit: Posted the bug and a reproducible project on answerhub

                Vector/scalar parameters are set correctly, but changing the texture parameter does nothing (this worked as is in 4.10).
                Last edited by getnamo; 02-19-2016, 04:41 PM.
                Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

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                  Anyone else experiencing changes to editor performance requirements in 4.11?

                  Since switching I can't even PIE without crashing the engine. If I launch the game from the desktop it works just fine so I don't think it's an issue with the project, it just seems like the editor is unable to draw memory/cycles for itself when playing a game like it used to.

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                    Will the 4.11 version have a fix for the UE-23236 bug?
                    .... .. ............. Current Project - CydoniA Virgo

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                      I have a ghosting effect around my character, is this related to 4.11 ?

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                        Just looks like usual Temporal AA blur.
                        Easy to use UMG Mini Map on the UE4 Marketplace.
                        Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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                          Originally posted by John Alcatraz View Post
                          Just looks like usual Temporal AA blur.
                          Swicthing back to FXAA the effect disappeared.

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                            Originally posted by zip View Post
                            after install 10.11 previev1(2) in my vehicle BP when i press compile button- editor go crash (without feedback/report window), also my vehicle start lag when i drive it
                            Hi zip, please post this question on the AnswerHub and include the following information:

                            Are you on a Mac or PC?
                            Are using the Vehicle or Advanced Vehicle BP Template?
                            Are you using a custom vehicle or an asset the comes with the template?
                            Can you reproduce this issue in either the Vehicle or Advanced Vehicle BP's and, if so, can you provide repro steps for us to reproduce the issue on our end?

                            Thanks,

                            Steve H.

                            *Please include a link back to this post
                            Last edited by Steve Hardister; 02-22-2016, 03:34 PM. Reason: Redirecting to the AnswerHub

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                              Originally posted by John Alcatraz View Post
                              Just looks like usual Temporal AA blur.
                              Wich is bad and creates these weird artifacts. :c

                              Comment


                                Originally posted by John Alcatraz View Post
                                Just looks like usual Temporal AA blur.
                                That happen to me too with character and vegetation but in other games with Temporal AA I see all without blur (or pretty low amount), but in UE4 is pretty bad.

                                Last edited by Hevedy; 02-22-2016, 01:05 PM.
                                Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
                                Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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