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Unreal Engine 4.13 Preview

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  • replied
    4.13.0 is now available: https://forums.unrealengine.com/show...-4-13-Released!

    I'd like to thank everyone once again who helped us test during this preview, we were able to catch and address a number of issues thanks to you.

    I am now closing this post, please continue any 4.13 discussions on the new thread. And remember as always, please report any new issues you find to the UE4 Answerhub.

    Cheers

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  • replied
    WAITING......

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  • replied
    Now? :P
    Give us the release notes!

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  • replied
    Originally posted by jojo8026 View Post
    Anyone have an ETA?
    Click image for larger version

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    ...very soon

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  • replied
    Originally posted by jojo8026 View Post
    Anyone have an ETA?
    Today!!! (speculating)

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  • replied
    "Later this week".

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  • replied
    Originally posted by motorsep View Post
    Does it look like 4.13 release is about to land ?
    Anyone have an ETA?

    Leave a comment:


  • replied
    It does, but now you need to ensure the texture is set to "No mipmaps", while it didn't until there.

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  • replied
    I heard on slackchat that preview 3 doesn't allow non power of two numbers?

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  • replied
    I have issues deploying my game on Android (ASTC) with Preview 3. When it starts to package, it freezes and doesn't continue.

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  • replied
    Does it look like 4.13 release is about to land ?

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  • replied
    Originally posted by Steve_T View Post
    Media Framework Overhaul
    been waiting for this for a long time! can't wait to play around with it!

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  • replied
    Gwenn (I won't quote you), that is unexpected and undesirable. We'll look into it.

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  • replied
    Just so you know Stephen, I got seven notification emails when you quoted me. Basically one every three minutes.

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  • replied
    Originally posted by Gwenn View Post
    Since the SoundClasses property of FAudioDevice is now private, what is the new way (in C++) to change the volume of all sound classes ?

    My old code looks like this :

    Code:
    FAudioDevice* AudioDevice = GEngine->GetMainAudioDevice();
    for (auto i = AudioDevice->SoundClasses.CreateIterator(); i; ++i)
    {
    	USoundClass* SoundClass = i.Key();
    	SoundClass->Properties.Volume = MasterVolume;
    }
    You already found it, but linking to the post discussing this topic: https://forums.unrealengine.com/show...nctions-please!

    Leave a comment:

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