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    Originally posted by getnamo View Post
    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).
    Any update on this one?
    Plugins: Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo - RealSense

    Comment


      The eye shader setup seems to be a real secret here... A lot of people asked for some guide in the material setup, but everyone ignores! What the big deal? I came here for some guide after I've got frustrated trying to make the shader work properly...

      Hey Epic! the preview release isn't to test the stability and search for bugs? What about share some info on how to setup a simple eye shader, so we can test if the new feature is working?

      Comment


        it's not supported on mac yet, but it works on windows, i tried it on preview 6
        I tried it on win 10... No distance field shadows worked... I have no Issue in 4.10.... So not sure what going on Tried it on Blueprint Example project and my own personal project

        Last edited by HHunter; 03-06-2016, 12:43 PM.

        Comment


          Found three more issues, two editor and one android:

          UMG can have variables / widgets with identical names. Crashes the editor if you try to save, or if you copy-paste, rename and then try to save:
          https://answers.unrealengine.com/que...ames-caus.html

          Split-Pins for Structs cause compile warnings, unless you use a 'break' node.
          https://answers.unrealengine.com/que...-struct-p.html

          Slate Application Crashes on Android with Startup Videos:
          https://answers.unrealengine.com/que...deos-wand.html

          Comment


            Originally posted by Toukichiro View Post
            I tried it on win 10... No distance field shadows worked... I have no Issue in 4.10.... So not sure what going on Tried it on Blueprint Example project and my own personal project
            Have you double checked your project settings to make sure that "Generate Distance Field Mesh" is enabled? I can say that I've used them in 4.11 without any issue. If that is still giving you issue, open a new project and make sure that you can enable in a blank or different project.
            Tim Hobson | Learning Resources | Epic Games
            UE4 Documentation

            Comment


              When does the official 4.11 release come out ? I kinda have a problem here where i created a game project with a good bunch of blueprints and levels in a master branch of 4.11 ( Needed a pull request feature ) . I did not realise i cant downgrade the 4.11 project built from source to 4.10.3 binary . Dont have much problems in the pipeline other than a few ones but i'd like to fall back to a stable release . Hoping i can export my blueprints and levels to a stable 4.11 when it comes out .

              Comment


                That's why you should never use a preview in production.

                4.11 still needs some heavy bug fixing, it has to be stable when it comes out. Engine stability is one of the main concerns for people switching to other engines.
                Helium Rain, a realistic space opera

                Comment


                  Here is 4.11 issue with character mesh: https://answers.unrealengine.com/que...huncrouch.html

                  Comment


                    Originally posted by Skylonxe View Post
                    Here is 4.11 issue with character mesh: https://answers.unrealengine.com/que...huncrouch.html
                    I had the same issue, but I also had made my own crouching code (that was very similar to the <4.10 implementations). What seems to have fixed it (if I remember right) was using GetMesh().SetRelativeLocation(NewLocation) instead of GetMesh().RelativeLocation.z = NewZ when correcting the Z of the CharacterMesh.

                    Don't know if it's intentional or a Bug.

                    Comment


                      Originally posted by Tim Hobson View Post
                      Have you double checked your project settings to make sure that "Generate Distance Field Mesh" is enabled? I can say that I've used them in 4.11 without any issue. If that is still giving you issue, open a new project and make sure that you can enable in a blank or different project.
                      So, I figured it out... Quality Setting must be epic.... It seems odd that if I marked a light to cast it that if anyone choose to not have epic settings they suddenly get no shadows period or distance field ao. Also is there a way to mass rebuild all distance fields? Also whats the cost of a spotlight with distance shadows vs normal?... Is it cheaper to have distance shadow or cascade?
                      Last edited by HHunter; 03-08-2016, 02:13 AM.

                      Comment


                        Originally posted by Toukichiro View Post
                        So, I figured it out... Quality Setting must be epic.... It seems odd that if I marked a light to cast it that if anyone choose to not have epic settings they suddenly get no shadows period or distance field ao. Also is there a way to mass rebuild all distance fields? Also whats the cost of a spotlight with distance shadows vs normal?... Is it cheaper to have distance shadow or cascade?
                        Distance Fields are an SM5 feature and require Epic quality settings to work. Any lower setting will automatically disable them. Aside from brute force deleting the cache I'm not sure if there is a way using a console command to rebuild the distance fields, at least not off-hand. Distance fields are cheaper than CSM since they do not have to calculate every triangle within the attenuation radius regardless of how big it is on screen. You can see the the performance comparisons with CSM and DF's in the Distance Field Soft Shadows documentation here: https://docs.unrealengine.com/latest...ing/index.html
                        Tim Hobson | Learning Resources | Epic Games
                        UE4 Documentation

                        Comment


                          Originally posted by Gwenn View Post
                          That's why you should never use a preview in production.

                          4.11 still needs some heavy bug fixing, it has to be stable when it comes out. Engine stability is one of the main concerns for people switching to other engines.
                          I compiled the master branch from source a month ago which is 4.11 . Mistake on my part . But we could migrate the blueprints and level from the preview 4.11 to a stable 4.11 ? My main issue concerning me is that swarm isnt working when trying to build lighting in the 4.11 which is compiled from source but it works in the stable 4.10.3 .

                          Comment


                            UPDATE!

                            We have just released Preview 7 for 4.11! Please view the Known Issues List on page 1 of this thread for the updated list of known issues.

                            Important Known Issue: UE-27673 - Mac crashes when building lighting. This is due to an Nvidia GPU driver bug on OSX El Capitan 10.11.3 or earlier. The solution for this is to update to the OSX 10.11.4 beta.

                            Thank you for your continued help in testing the 4.11 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.
                            The official 4.11 Release is currently expected to occur around the end of March.

                            Note: OculusMobile SDK on 1.0. (Desktop still 0.8)

                            Cheers!

                            Fixed in Preview 7 - CL 2896623

                            Fixed! UE-25334 Tessellation no longer working
                            Fixed! UE-27720 Cook failure; DoesPackageExist Failed 'None' not a standard filename
                            Fixed! UE-27403 CLONE - Assert on Debug Editor load attempting to Link() a particular BP class during serialization
                            Fixed! UE-27313 Crash compiling anim blueprint with a random sequence player node
                            Fixed! UE-27236 Translucent particles not being cleared from right eye on Morpheus
                            Fixed! UE-26414 Mac is missing .emscripten file necessary for packaging or launching onto HTML5
                            Fixed! UE-26573 Crash in FLazyObjectPtr::PossiblySerializeObjectGuid when undoing/redoing
                            Fixed! UE-24721 Hot Reload fails to take effect when compiled from Xcode
                            Fixed! UE-27424 Reimplement GC cluster fixes in 4.11 to fix memory leaks
                            Fixed! UE-27292 CL# 2858947 caused a crash when opening a BP in an existing project
                            Fixed! UE-27352 Blueprint_Mouse_Interactions requires double click to interact with objects
                            Fixed! UE-27544 Crash When Raycasting Against Mesh With Multiple Materials
                            Fixed! UE-27254 SteamVR HMD Late-Update Broken
                            Fixed! UE-27751 Build lighting fails without Error in Mac Editor.
                            Fixed! UE-27717 Crash when rapidly switching menus and tapping buttons.
                            Fixed! UE-27092 With Move Controller plugin enabled, motion controller components set to 'Pad' do not follow DS4 controller
                            Fixed! UE-27091 Non-Pad motion controller components follow DS4 when plugin enabled
                            Fixed! UE-27724 Slate - Problems with RHI Thread cleanup
                            Fixed! UE-27757 Assert when changing name of an asset in between Launch On operations
                            Fixed! UE-27842 Packaging iOS on Windows fails with "Index outside the bounds of the array"
                            Fixed! UE-27196 Match3 crashes when opening Weblinks
                            Fixed! UE-27405 Functionality requires two clicks in Top Down and Puzzle Template
                            Fixed! UE-23231 Can't Upload iOS build signed on PC
                            Fixed! UE-27287 Re-opening apps to a black screen on Android
                            Fixed! UE-26168 naming box collision in player character renames overlap begin event in actor calling player character
                            Fixed! UE-25794 Sun renders dark in SunTemple on multiple Android devices
                            Fixed! UE-21895 Clicking button in the Window Switcher UI does not do anything on Mac
                            Fixed! UE-25645 Editor loses resolution when exiting play in editor with Vive attached
                            Fixed! UE-27183 [Mac] Metal SM5 is loading the wrong Shader Platform
                            Fixed! UE-27144 With Parallel rendering enabled scene renders black in certain levels
                            Fixed! UE-27145 With Parallel rendering enabled only left side of screen updates in certain levels
                            Fixed! UE-26674 Material Parameter Collections are not working on Android v 5 phones from 4.11
                            Fixed! UE-26891 GPU-ARM Mali 400 series phones will render an Opaque Unlit Material as black
                            Fixed! UE-27154 Using StereoPano capture commands crashes the editor
                            Fixed! UE-25747 StrategyGame and Sun Temple levels render as black on the several Mobile devices
                            Fixed! UE-27073 Crash Occurs When Attempting to Pass a Struct Containing an int64 into a Blueprint Function
                            Fixed! UE-23758 CLONE - [UFE] Deployments hang infinitely when attempting to deploy to two kits simultaneously
                            Fixed! UE-21157 XBOX ONE: incorrect name displayed for game
                            Fixed! UE-27377 Smart Links are Removed During Dynamic NavMesh Regeneration
                            Fixed! UE-23759 CLONE - [UFE] Project will not launch on the selected xbox, even though UFE says it succeeded
                            Fixed! UE-26640 Attempting to set skeletal mesh on vehicle blueprint during PIE crashes editor
                            Fixed! UE-27451 Splitting pins on "Make Struct" and "Set Members" struct nodes does not hide the struct pin.
                            Fixed! UE-25834 Selection rendering corrupted on iMac 5k in El Cap, intermittently on other macs
                            Fixed! UE-27552 Compile fails if GearVR plugin disabled on Android
                            Fixed! UE-27449 Mac Primary GPU reporting used for stats reporting is wrong
                            Fixed! UE-27143 Using Win key to leave UE4 breaks viewport input
                            Fixed! UE-27374 Map picking in Maps and Modes settings page is poor
                            Fixed! UE-27417 Static shadows are not rendered correctly on Galaxy S6 Android 6.0.1.
                            Fixed! UE-27150 Format Text nodes and split nodes reporting warning that override pins are removed.
                            Fixed! UE-25015 Separate Translucency disabled in the Project Settings will not render asset
                            Fixed! UE-24067 Post processing rendering artifacts Nexus 6
                            Fixed! UE-27713 User not able to get mouse control in viewport
                            Fixed! UE-25111 Signal 11 error when closing project on Linux
                            Fixed! UE-25804 Shootergame UI text is corrupted on mac with Metal
                            Fixed! UE-27649 FTextLocalizationManager::UpdateFromLocalizationResource is discarding data
                            Fixed! UE-27490 Crash after reaching a certain number of active reverbs
                            Fixed! UE-27583 Metal Uniform Buffer Reuse Is Unsafe, Reports Incorrect Free Memory
                            Fixed! UE-27811 Morpheus visual corruption when not tracking
                            Fixed! UE-27688 Game thread using too much CPU time when application is paused on Android
                            Fixed! UE-27722 SetWidgetToFocusOnActivate removed, not deprecated.
                            Fixed! UE-25904 GPU particles on SM4 no longer have collision
                            Fixed! UE-27367 Localization is out of date in 4.11
                            Fixed! UE-24248 AppleTV there is no audio for the installed project on AppleTV
                            Fixed! UE-27172 Add cvar to control additive baking
                            Fixed! UE-24843 Project launcher splash does not disappear after project opens on Linux
                            Fixed! UE-24373 The IOS Third Party library Bolts has an incorrect file name in its Build.cs file
                            Fixed! UE-27432 Projects show {GameName} when launching multiple times on any platform
                            Fixed! UE-27608 DirectoriesToAlwaysStageAsNonUFS does not get remapped on IOS
                            Fixed! UE-26861 Crash Redoing closing a tab in Persona
                            Fixed! UE-27094 Failed to package project for AppleTV from Windows machine
                            Fixed! UE-26710 Match3 gets stuck at "Attempting to Restore" when cancelling signin
                            Fixed! UE-25977 -precompile crashes UBT in a user non-friendly way on Linux
                            Fixed! UE-27568 Mac Crash Reporting Replaces the Game Log with System Log
                            Fixed! UE-24967 Integrate D3D12 update from MS
                            Fixed! UE-26860 Ogg-vorbis decoding not thread safe
                            Fixed! UE-27535 Starting position of physics simulated bp is different in Standalone Game
                            Fixed! UE-27133 SunTemple floor tile design has changed in 4.11
                            Fixed! UE-27855 Crash launching project on mobile devices
                            Fixed! UE-27798 Erroneous MoveFixedBody warnings when running construction scripts in game
                            Fixed! UE-23446 If a hot reload is performed after adding a custom UserDefinedEnum class to the project, the Editor will crash.
                            Fixed! UE-24689 CrashReporter: Send and Restart option fails when the agree to be contacted box is unchecked
                            Fixed! UE-26931 Noise Node used in UI Material is rendering Black
                            Fixed! UE-27080 Input Axis Continues to Fire After Standalone Window Loses Focus

                            REMEMBER: Please report any new bugs you find to the UE4 Answerhub
                            Stephen Ellis | Enterprise Program Coordinator

                            Comment


                              Nice! 4.11 is shaping up to be a beast! Thanks Epic.

                              Comment


                                Originally posted by codehawk64 View Post
                                I compiled the master branch from source a month ago which is 4.11 . Mistake on my part . But we could migrate the blueprints and level from the preview 4.11 to a stable 4.11 ? My main issue concerning me is that swarm isnt working when trying to build lighting in the 4.11 which is compiled from source but it works in the stable 4.10.3 .
                                I'm guessing you meant "migrate from 4.11 to a stable 4.10". I don't have an answer but not all versions behave the same - 4.10 to 4.9 worked for example, 4.9 to 4.8 didn't. I'm afraid the downgrade doesn't work for valid reasons, like changes in the file format , so you should wait the 4.11 stable and deal with it, or go back to your last 4.10 commit and branch in your version control system - so that you can keep working, and get your changed bvack with a merge once 4.11 is released.
                                Helium Rain, a realistic space opera

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