Announcement

Collapse
No announcement yet.

Unreal Engine 4.11 Preview

Collapse
This topic is closed.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • started a topic [PREVIEW] Unreal Engine 4.11 Preview

    Unreal Engine 4.11 Preview

    PREVIEW!

    A Preview of the upcoming 4.11 release is now available via the Epic Games Launcher and GitHub. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final release. Developers should not convert their projects for active development on preview releases. Please test on copies of your project instead.

    The life cycle for this Preview will be longer than most of our other Previews. This provides the community additional time to find and report issues for this release. For additional information about this release, please see the blog post: https://www.unrealengine.com/blog/41...early-adopters

    We encourage users to check out the preview to try new features and inform us of any issues which we may not have caught. A Known Issues List is provided below which will be updated periodically. If you discover any additional issues with this preview release, please report the issue on the Bug Reports section of the Unreal Engine AnswerHub.

    4.11 Preview Summary

    This list provides a brief summary of updates in this release. Full release notes will be made available with the final 4.11 release. We may not be able to provide additional information about updates at this time.
    • Rendering Updates:
      • New physically based shading model for realistic hair based on the latest research from film. It models 2 specular lobes, transmission, and scattering.
      • New physically based shading model for eyes.
      • New physically based shading model for cloth. This combines the standard shading model with a layer of velvet fibers. This layer simulates fuzz and fabrics.
      • Capsule Shadows - We now have support for very soft indirect shadows cast by a capsule representation of the character
      • Lightmass Portals - Skylight quality indoors can be massively improved by setting up Portal actors over openings. Portals tell Lightmass where to look for incoming lighting, they don’t actually emit light themselves. Portals are best used covering small openings that are important to the final lighting. Placing large Portals all over the level will dramatically increase build times.
      • Per-vertex translucency lighting - There are two new translucency lighting modes available in the material editor which compute lighting per-vertex. PerVertex lighting modes use half as many shader instructions and texture lookups.
      • We now have support for 3 lighting channels. You can set which channels a PrimitiveComponent or a LightComponent is in.
      • We’ve integrated Intel's Embree ray tracing library into Lightmass and we got a huge lighting build speedup from it, as the majority of lighting build time goes toward tracing rays to figure out how light is bouncing.
      • We’ve integrated updates to the D3D12 RHI to allow better CPU utilization while generating rendering commands in parallel.
      • Improved quality and performance of the SubsurfaceScatteringProfile shading model.
      • Circle Depth of Field post process - New Material Functions to render small particles with out of focus.
      • Materials using separate translucency can now be rendered at a lower resolution, which can be useful to improve GPU performance for fillrate and overdraw heavy geometry (for example particle effects).
        The resolution is controlled via a console variable, r.SeparateTranslucencyScreenPercentage, which expresses separate translucency as a percentage of current screen resolution.
      • Static mesh LOD transitions now supporting dithering.
    • Core Updates:
      • CrashReporter Server available
      • Improvements
        • Garbage Collection up to 4x faster
        • Dependency preloading - brings us close to seek free loading (90% of the time seek free), faster package loading
        • UnrealHeaderTool makefiles - iterative UHT runs are 5x faster
    • Platform Updates:
      • Metal on Mac
      • AppleTV support
      • Fast Semantics on XboxOne
      • VS2015 on XboxOne
      • Code plugins for PS4
      • Deterministic cooking "bug-finder" commandlet
      • Background content precaching for most-recently-cooked-platform
    • Editor/Tools Updates:
      • Sequencer improvements
        • New tracks: Shot/director, play rate, slomo, fade, material, particle parameter tracks.
        • Improved movie rendering, exr support
        • Improved/consistent keyframing behaviors, copy/paste keyframes, copy keys from matinee, 3d keyframe path display
        • Master sequence workflow
        • Spawnables workflow
        • UI improvements: track coloring, keyframe shapes/coloring, track filtering
    • Framework Updates:
      • Anim Dynamics Skeletal Control for Animation Blueprints - allows dynamic motion to be procedurally added to skeletal meshes without having to use a full physics solution. This is accomplished using the new “Anim Dynamics” node in the Animation Graph of an Animation Blueprint.
    • Networking Updates:
      • Packet handler system
        • Easy interception of packets for things like encryption, compression, etc
        • Added CryptoPP, and packet handler components that support it out of the box
      • Oodle integration (SDK purchase required)
      • Client-side replays
    • Blueprint Updates:
      • The Blueprint search tool has been updated to support more advanced search functionality (to get more targeted results).
      • Native C++ functions marked BlueprintCallable can now also be optionally marked as DevelopmentOnly. This new metadata allows calls to those functions to be disabled (compiled out) of all Blueprint function graphs in cooked/packaged builds without breaking the execution flow.
    • Mobile Rendering Updates:
      • Support for hardware instancing on iOS and many Android devices, reducing draw calls for Foliage and InstancedStaticMeshComponents.
      • Improved reflections on mobile, optionally interpolating between up to 3 reflection captures and performing parallax correction
    • VR Updates:
      • Instanced Stereo Rendering
      • Head Mounted Display Camera Refactor
      • Stereo Layers
      • SDK Updates: Oculus SDK 1.0, SteamVR 1.0, PlayStationVR SDK3 Updates, and Gear VR LibOVRMobile 1.0 (not yet updated for Preview 1, but will be by final release)
    • Landscape/Foliage Updates:
      • Landscape layer whitelisting, allowing you to control which landscape components should accept which layers in the painting tool
      • Landscape layer usage view mode, to quickly see which landscape components are using which layers
      • Support for baking WorldPositionOffset changes into landscape collision
    • Additional features and updates may be added to this list over time.
    Last edited by Stephen Ellis; 12-22-2015, 03:33 PM.

  • replied
    This Preview first began on December 22, and now at long last it has come to an end with almost 27 thousand members having viewed this forum thread. I'd like to thank everyone who participated in this preview to help us find issues and give feedback.

    Thank you all very much!

    I am now closing this thread, but please continue any 4.11 commentary over in the official 4.11.0 Release thread.

    Cheers!

    Leave a comment:


  • replied
    Thanks Epic for the release

    Leave a comment:


  • replied
    Congratulations to the team at Epic and all Contributors on the release of UE 4.11! It has been a hard push, but the feature set is amazing!
    Last edited by brockheinz; 03-31-2016, 01:38 PM.

    Leave a comment:


  • replied
    Yes it is released, indeed!

    Congrats!

    Leave a comment:


  • replied
    Well, 4.11 final seems to be out. The launcher just offered me the update. Is this correct?

    Leave a comment:


  • replied
    And... I see 4.11 up!

    Leave a comment:


  • replied
    Will we be seeing LPV GI solidify as a feature in 4.11, or will it still be considered WIP?

    Leave a comment:


  • replied
    after installing previwew 7 EU4 shows me the clipping BP as a bug and after compile on android lost 15 fps . I shows a screenshot . Is there something wrong?

    http://screenshot.sh/m8SEixN0Dx0OS

    http://screenshot.sh/n8c4VMAK7ejpU

    it seems to me that he made everything right , moreover, otherwise I do not know how to do it .
    Earlier EU4 not reported in this piece of error
    and it was not so drastic declines FPS
    Last edited by jacenty; 03-31-2016, 09:26 AM.

    Leave a comment:


  • replied
    I agree yes Epic should work first on major bugs before they work on new features. But the people should have time. And that's the problem the most love more new features than an stable and reliable Environment.

    Leave a comment:


  • replied
    Originally posted by Gwenn View Post
    Yeah, no.

    I really hate that so many people are asking Epic to work faster when a lot of the previous releases have already been a broken mess. Even Preview 7 was unusable.

    Please Epic, keep up with the 10 previews next time.
    I agree but Epic should also focus on major bugs that stop people working on there projects in the current release build, before working on a completely new build as for those people with these problems have to wait months before they can test a new build and just hope that there bugs are fixed.

    Leave a comment:


  • replied
    Originally posted by KingBadger3D View Post
    hahaha, I say just release it already. Were all ready on preview 8, it's not like the 4.11 release WONT have bugs or issues, of course it will, no code is ever finished or bug free.
    Yeah, no.

    I really hate that so many people are asking Epic to work faster when a lot of the previous releases have already been a broken mess. Even Preview 7 was unusable.

    Please Epic, keep up with the 10 previews next time.

    Leave a comment:


  • replied
    Im really hanging out for 4.11 I'm unable to work in my player controller for more than 5 minutes with this memory leak.

    Leave a comment:


  • replied
    hahaha, I say just release it already. Were all ready on preview 8, it's not like the 4.11 release WONT have bugs or issues, of course it will, no code is ever finished or bug free.

    8 Previews is FAR too many in my eye's to keep asking devs to test out the NEW preview time after time after time, thats what hot fixes are for

    Not complaining though guys, we know how hard you epic team work, just PLEASE less of the stupid amount of previews, downloading huge dependecies for each build and compile Drives me loopy

    PS, thinking about it, ive been meaning to ask that epic make a folder specific for dependencies that can be copiedover from one release or preview to the next to avoid downloading such large files, and just have the setup tool for dependencies check what files have been changed, added or updated within that dependencies folder and update only whats needed. IM ON A WI FI HOTSPOT GUYS, YOUR KILLING ME WITH THE DEPS UPDATES FOR EACH NEW BUILD. AGHHHHHHHHHHHHHHHH, too much beer and monster energy drink for me
    Last edited by KingBadger3D; 03-30-2016, 06:36 PM.

    Leave a comment:


  • replied
    take you time it is always better to have more polished 4.11 than shipping with pressure from Community. (which I can understand of course but...don't get us serious, just ship it when ready)

    Leave a comment:

Working...
X