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    #76
    Install failed E-1223 (win 10, good computer, already installed and working 4.9 and 4.10) vs 2015 community.
    Last edited by tyoc213; 12-23-2015, 10:27 AM.

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      #77
      Originally posted by Mootjuh View Post
      Sorry, but is there any progress with UE-20029? Considering you guys are working with lightmass for this update.
      Hi Mootjuh,

      At the moment there hasn't been any progress with this ticket specifically. There was a user who submitted a pull request that can address the indirect lighting issues for this, but that has not been integrated yet, and I'm not sure if that solution would be the correct fix.

      If you use a source build and want to check out the pull request you can do so here: https://github.com/EpicGames/UnrealEngine/pull/1798

      Thank you!

      Tim
      Tim Hobson | Learning Resources | Epic Games
      UE4 Documentation

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        #78
        Originally posted by tupikp View Post
        How to use the light portals? I don't see Light Portals or similar in UE4.11 editor interface.
        Hi Tupikp,

        You can drag and drop a Lightmass Portal in from the Modes panel in the top left.

        For a demonstration and use you can see this thread here on the forums: https://forums.unrealengine.com/show...l=1#post410965

        This new feature was also briefly discussed on the Twitch Live Stream from last week here @ ~28 minute mark: https://youtu.be/22jvxFoTHBk?t=28m21s

        Thank you!

        Tim
        Tim Hobson | Learning Resources | Epic Games
        UE4 Documentation

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          #79
          Originally posted by joe.real View Post
          Getting these errors from the 4.11p1 installed from the Launcher. It's a Subsurface Profile material.

          MaterialEditorStats:Error: Error [SM5] DepthOnlyVertexShader.usf(140,29): error X3018: invalid subscript 'EyeIndex'
          MaterialEditorStats:Error: Error [SM5] BasePassVertexShader.usf(86,29): error X3018: invalid subscript 'EyeIndex'
          Originally posted by Skval View Post
          I have some problems with root motion of animation montage in 4.11 p1. Root motion is ignored in montage, this montage is played in AnimationBlueprint by "Montage Play" (slot FullBody). Other animation in AnimationBlueprint with root motion played in StateMachine and worked very well. Sorry for bad english...
          Originally posted by tyoc213 View Post
          Install failed E-1223 (win 10, good computer, already installed and working 4.9 and 4.10) vs 2015 community.
          Hi,

          Can you all make a post on AnswerHub in the Bug Reports section so that these can be investigated further. You can see the link in my signature for how to report a bug if needed.

          Thank you!

          Tim
          Tim Hobson | Learning Resources | Epic Games
          UE4 Documentation

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            #80
            Hey guys thank you very much for this release! super excited to try the new shading models.

            Question: How do I control the color input on the hair shading model? I tried importing colored texture but it spits out black and white? Is there some documentation regarding this somewhere?

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              #81
              Hi Tim/guys

              I would be nice if someone from Epic could post a screenshot/s from the Hair,Eyes,Cloth materials so we could test it. This is one of your most important and cool new feature that you highlited on twitch, we do have access to test the UE4 during the brake but without some examples HOW TO use them it is useless. So we do have the tools but no description how to use it

              Cheers,
              Lucas

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                #82
                Were there any changes in physics?
                Applying forces to physx bodies in c++ now causes random crashes. Didn't happen in 4.10

                EDIT: nevermind, false alarm
                Last edited by moookiexl; 12-25-2015, 09:16 AM. Reason: not a bug

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                  #83
                  Originally posted by moookiexl View Post
                  Were there any changes in physics?
                  Applying forces to physx bodies in c++ now causes random crashes. Didn't happen in 4.10
                  Hi mookiexl,

                  There are a lot of changes going into this build and it's expected to be more unstable than probably some of the other previews in recent times. As Stephen pointed out in his first post. There is going to be a longer preview period this go to help iron these issues out. If you're getting any crashes please make a post on the AnswerHub in the Bug Reports section and we can better track these and respond directly to you with our findings.

                  Thank you!

                  Tim
                  Tim Hobson | Learning Resources | Epic Games
                  UE4 Documentation

                  Comment


                    #84
                    Originally posted by Illusionray View Post
                    Hi Tim/guys

                    I would be nice if someone from Epic could post a screenshot/s from the Hair,Eyes,Cloth materials so we could test it. This is one of your most important and cool new feature that you highlited on twitch, we do have access to test the UE4 during the brake but without some examples HOW TO use them it is useless. So we do have the tools but no description how to use it

                    Cheers,
                    Lucas
                    Hi Lucas,

                    I understand your frustration and really wanting to dive into the new features, but we don't have content that is readily available when these previews release and there isn't always any documentation that is ready to be released either. It's the unfortunate nature of the development process. When the final 4.11 release comes out we'll have the full release notes, some documentations, hopefully some cool samples, and other things to help you get started. Right now it's for those who are willing to dive in and see how far they can get. Other community members typically will join in the discussion to help with what they've found or developers will chime in with some information as well.

                    I've only used a few of the new features myself, but not the ones that you're wanting help with though.

                    The only ones I've really had a deeper look at thus far have been some of the lighting features that DanielW was showing on the last twitch stream with Lightmass Portals, Lighting Channels, and the awesome Capsule Shadows.
                    Tim Hobson | Learning Resources | Epic Games
                    UE4 Documentation

                    Comment


                      #85
                      Originally posted by JedTheKrampus View Post
                      PrecomputedAOMask doesn't seem to be working in 4.11 preview while it is working in 4.9. Can you guys reproduce?
                      Hi JedTheKrampus,

                      Thank you for letting us know. I've submitted UE-24771 for this issue.

                      Tim
                      Tim Hobson | Learning Resources | Epic Games
                      UE4 Documentation

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                        #86
                        Thanks Tim, I appreciate it.

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                          #87
                          Tim - I am not frustrated I saw that many guys asked for it and they were cool features to test and maybe in the rush you (Epic) forgot to show us how to test them. But I am far from being upset, having such cool things down the road!

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                            #88
                            Oculus SDK 1.0 is being implemented, and yet we still do not have a proper, up to date project template. This has been on the backburner for far too long.. and now we are almost at the release date.

                            I have been waiting for a good template to start with, and have just been learning the engine.. it seems that this was a mistake, and I will miss the 0 day release.
                            WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
                            World Machine to UE4 Export Macro
                            WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

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                              #89
                              I'd love if we could get a hotfix for 4.10.x where modifying the layout causes insta-crashes. This is a well known issue and makes tutorial recording horrible and slow and makes workflows shorter.


                              Just my gripe for the day. Cant wait to see all the other goodies for 4.11 offical
                              Tek LLC a personal Candaian Company running BlenderTek & UnrealTek is currently looking for help to bring back submarine simulator gaming with a new genre of sub sims: Cold War! (1945-1991) Operation: Trident SubSim Dev Diary Thread - Donations

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                                #90
                                I tried to replaced BP_Sky_Sphere and Sky_light but my sky still white on 4.11, on 4.10 was ok.
                                Last edited by carf; 12-23-2015, 05:14 PM.

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