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    Originally posted by Kanizitas View Post
    It will be free for ever since the source code wasout there for too long ^^
    And to be honest... epic would destroy themselves if they suddenly change their mind. It would have horrific consequences for all.
    As long as we make great games that sells well, I'm sure they won't change their mind anytime soon

    Marketplace Link: https://goo.gl/GGdV9m
    twitter.com/tzenku | tzenku.com

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      Hey!

      On the roadmap item for Lighting Channels, there is a note saying this feature is intended only for cinematics, due to various performance implications. Is this still the case?

      Comment


        Originally posted by Gibbz View Post
        I have a osx issue/bug.
        If i launch the editor from the launcher it doesnt give me any error. When i launched it outside the editor i got the error "Required 10.10.5 or higher". This may be an issue for those wondering why nothing happens when trying to launch on osx
        Hi Gibbz,

        If you are still experiencing this issue, please post this on the Answer Hub with details about your OS and Hardware so we can troubleshoot this more effectively.

        Thanks,

        Steve H.

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          Hey, really want to use UE4 but it says im missing VCRUNTIME140.dll and I have no idea how to get such a file. I'd rather not redownload it for a fourth time... and yes, I have Visual C++ 2015 -.-

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            Originally posted by DamirH View Post
            I am still on 4.9.2 - has the "compiling a widget invalidates all dependant widgets" bug been fixed?
            Yes, it was. in 10.2 I think.

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              Originally posted by KrowsNest View Post
              Hey, really want to use UE4 but it says im missing VCRUNTIME140.dll and I have no idea how to get such a file. I'd rather not redownload it for a fourth time... and yes, I have Visual C++ 2015 -.-
              That looks like the VC++ 2015 runtime, Try downloading it from the Microsoft servers.
              Also the C++ side of VS is not installed by default, So you may want to double check that it is installed if you want to use C++

              HTH
              Never say Never, Because Never comes too soon. - ryan20fun

              Frames Per Second is NOT a proper performance metric, You should use frame time. You can read this or this as to why.
              (Profiling) Tools: RenderDoc (UE4 Plugin), NVIDIA nSight, AMD GPU PerfStudio, CodeXL
              Good articles/Series: A trip through the Graphics Pipeline 2011

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                Hey guys, I'm getting a major issue with Vive. The chaperone bounds now seem to lag behind head movement. Doesn't happen in 4.10. It almost seems like the FOV is wrong/different between the UE4 world and chaperone or something. Happens with or without steamvr running.

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                  I've tried but VS won't install either

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                    Please give some tips on the hair shader/material... please ;-)

                    As some other people already have requested, I would also very much like some documentation on the hair shader/material combination. Screenshots of the material are good enough. (preferably for and the skin and cloth shaders as well). I am currently making a character for a contest, that really needs this hair shading technology (and also the cloth and skin preferably). The end date is 11 April! Please give some tips before that time ;-). I have watched the Paragon Character Video, but it only hints at the general principles.

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                      UE-25334 Tessellation no longer working

                      I've been trying to make displacement look good like a **** for 4 hours until I saw this. Meh. FML

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                        UE-26245 any news?

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                          Originally posted by John Alcatraz View Post
                          Just looks like usual Temporal AA blur.
                          I don't think this a problem with just TAA, when you turn off SSR the ghosting stops.

                          Comment


                            Me too. I got to the point where I went through identical steps in 4.10 and 4.11-preview-6, at which point I came here to ask about it. And saw this.

                            Ah well, live and learn.

                            Comment


                              Guys there must be a way to FORCE the 'Generate Project Files' command to generate VS 2015 solution files? Our project is for Android but we've been using 2015 just fine, and we don't want to have two versions of VS installed considering we're using Enterprise, it's a ball ache to manage plugins and everything between two versions. Can we please have this as an option? I feel like this is a regression, why not just update the Android stuff to support 2015?

                              EDIT: Okay luckily this works in rocket builds. Created a new shortcut in my folder directory with the following target, obviously the shortcut will differ for others

                              Code:
                              "C:\Program Files (x86)\Epic Games\4.11\Engine\Binaries\DotNET\UnrealBuildTool.exe" -projectfiles -project="E:/P4/JBaxter_Main/Stormtide/SatSim/SatSim_411/GESGame.uproject" -game -rocket -progress -2015"
                              Last edited by TheJamsh; 03-03-2016, 06:31 AM.

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                                First problem I've found so far, you can't build / package a project for Android unless you have the GearVR plugin enabled. The Clang compiler complains about linker errors, which are somewhat obscure.

                                I enabled the plug-in, restarted the editor and the project packages as it's supposed to now.

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