The 4.13 Features Twitch stream has been added to the first post in this thread. Or, watch it here: https://www.youtube.com/watch?v=fiIx9CXtr0M
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Ok transparencies are still broken when project build to GearVR.
CPU spikes when moving around in Editor/
And frame rate drops and drops when in GearVR.
This is on 3rd person example map nothing fancy. no additions.
just posting my problems, i have not gone deeper than this so i can't say what else is glitchy.
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Can anyone confirm that posing skeletal parts in Persona is broken in this preview?Animator/Filmmaker, Unreal Tournament Community Developer.
My UT Contributor blog | YewTewb: http://youtube.com/voxhousestudio | Twitter: http://twitter.com/henrikryosa
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So many awesome updates! I just hope there'll be some videos and/or documentation to show me how to use all this neat stuff!! I know they said they went over it in the twitch stream but I prefer reading or having short tutorials for specific features that I'm working with. Plus, it's way better for future reference to have it in the documentation.
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How is it that not more people talk about the Forward Shading option, especially for VR?
Though right now i am getting strange performance with forward shading enabled. With the deferred one and only static lighting i am solid at 90fps. When switching to forward rendering without anything else changed i am suddenly sometimes cpu bound (according to stat unit) and sometimes the renderthread takes 13ms (also according to stat unit). But profilegpu shows me that the whole Scene took about 5.13ms to render, and just for fun i've disabled most logic that i got, and still, strange performance hits.
Any ideas?
Cheers,
Indy
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In this build, drawing a texture on a CanvasRenderTarget2D with "Modulated" Blend Mode no longer works. Bugged it on answerhub with an example project:
https://answers.unrealengine.com/que...-in-413-p.html
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https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.
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Originally posted by sbnewsom View PostRegarding Media Framework, is the desynced audio and requirement to use super short videos still there? If so, these are two things everyone should be focused on. I've been waiting so long to implement my cinematic cutscenes as it is. They are neither low quality nor short.
Tried playing back 4k h264, including a short 60fps sample and a longer stitched 360 piece, and it's worked fine on my 980ti. Need to try it on more hardware and with more videos (and better audio testing) but happy so far. Major improvement.
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Originally posted by Molt View PostI've had a quick play and it looks good.
Tried playing back 4k h264, including a short 60fps sample and a longer stitched 360 piece, and it's worked fine on my 980ti. Need to try it on more hardware and with more videos (and better audio testing) but happy so far. Major improvement.
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It seems that FindCollsionUV does'nt work on skeletalmesh.Last edited by BarrierAbyss; 08-08-2016, 11:38 PM.
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