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    #46
    Exec pins are now missing from collapsed graphs. Is that intended?
    My game: Wetwork
    http://jcgames.lv

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      #47
      Originally posted by serioussam909 View Post
      Exec pins are now missing from collapsed graphs. Is that intended?
      I had the same issue after conversion. I had to make new pins for all collapsed nodes. Although I'm not sure if it affected all blueprints.
      Game frameworks on Unreal Marketplace:

      Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

      Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

      Support Discord channel: https://discord.gg/NdUHQnC

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        #48
        Thanks Epic !

        Best Regards.

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          #49
          Originally posted by Yun-Kun View Post
          Ouch, typing "custom" in Blueprint no longer brings "Add custom event", it brings "SuggestVelocityProjectile CustomArc". It's killing me xD
          Yeah, that's not good

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            #50
            Originally posted by The_Distiller View Post
            Will the new hair example Brian showed at Siggraph be released soon?

            What's with the neck lol, nice hair though!

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              #51
              Yay wonderful job!!!

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                #52
                Originally posted by Yun-Kun View Post
                Ouch, typing "custom" in Blueprint no longer brings "Add custom event", it brings "SuggestVelocityProjectile CustomArc". It's killing me xD
                Now THAT is something that really requires a hotfix from my POV. Seriously, i use "custom" pretty often and if this doesnt find the correct node...
                FinalCamera on Marketplace / Web Demo
                TopDown Toolkit on Marketplace / Web Demo

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                  #53
                  Hey so I've got a question regarding Cached Shadowmaps. From ehat I understand you can only get cached shadows from point and spotlights. Is there a reason why you can't do so for sky and directional lights? Also the lights require to be set to dynamic in order for cached shadowmaps to work. Might it not be an idea to have all lights set to static and only have specified objects cast cached dynamic shadows instead?

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                    #54
                    SceneComponent AttachChildren, AttachParent, AttachSocketName are now private. Use GetAttachChildren/Parent/SocketName, AttachTo, or SetupAttachment as appropriate.
                    I hope some day you will stop messing with attach functions.

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                      #55
                      New: Added a DEPRECATED_MACRO deprecation macro for deprecating macros.
                      I really like how it is presented =)

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                        #56
                        Originally posted by Chosker View Post
                        indeed!
                        also this overlap makes every mesh get rendered in each of the cascades, increasing drawcalls and unneeded depth/polygon rendering/processing!
                        this causes a noticeable performance drop in scenes with a lot of foliage
                        Any official statement regarding this issue? It's quite a big deal both in terms of quality / performance... Showing the global shadowmap you can see just how much waste there is. Also, a nice side effect of the other method of CSM is that wherever your view is, the shadows will be perfect around it, like if you're on top of a building or something, your shadow will be perfect on the ground around your view even if it's 1000m below (if it's like a third person game or something) where as right now the cascade selection is based on distance and even if your shadow exists in the higher res ones, the lower one is sampled at a distance... I always thought it looks worse to have cascades which are more "localised" instead of making use of the full orthographic view distance.

                        Originally posted by Mootjuh View Post
                        Hey so I've got a question regarding Cached Shadowmaps. From ehat I understand you can only get cached shadows from point and spotlights. Is there a reason why you can't do so for sky and directional lights? Also the lights require to be set to dynamic in order for cached shadowmaps to work. Might it not be an idea to have all lights set to static and only have specified objects cast cached dynamic shadows instead?
                        For directional lights you can do it, but it still requires updating on a frame-time basis because of the view dependent aspect. Cryengine has this optimisation, where it will only update far away shadow cascades at half the fps of the regular updates. It'd be nice to have that support on far cascades at least (unless it's already part of those? I don't know as I've not played with them) and really handy for things like point and spotlight optimisations, it'd be nice to have an update interval which can be set per-light. Scalability options for these things would be nice too, there's a new fade out setting which is nice, but it needs to have fading of shadows and the actual light as separate settings because a lot of times you only want to fade the shadows out (or fall back to static shadowmap, this would be a really good feature to have for open world games - games like GTA use the prior optimisation, sadly they haven't bothered to add a fallback to a static shadow.)

                        For skylight, I think that with dynamic DFAO shadows it's not possible as they're view reliant, but maybe there could be some more optimisations there too. It'd be really nice if regular lights could have direct lighting using shadowmaps, and indirect using DFSS. I think the general graduation is going towards further refining the new capsule shadow indirect lighting to support DFSS in indirect.
                        Last edited by Legend286; 09-02-2016, 06:48 AM.

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                          #57
                          Major problem!!! 4.13 absolutely destroyed one of my rooms in my level.. it was originally a room created by grouping or attaching other rooms and then duplicating and mirroring them to the other side of the building.... Was fine in 4.12... on convert to 4.13.. well look at the screenshots..... 1st is correct screenshot... 2nd is what 4.13 did to my mirrored rooms.

                          Answers post here.. lookn for help..
                          https://answers.unrealengine.com/que...-my-level.html



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                            #58
                            Originally posted by Stephen Ellis View Post
                            We're not releasing the same asset, but are working on a new one. It's on the way, but not immediately.

                            Cheers
                            Sigh.. been waiting so long for a proper hair example already. Alexander got my hopes up in this thread

                            https://forums.unrealengine.com/show...l=1#post581374

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                              #59
                              I tried the new es3.1 feature,however,the game crashed immediately;here's the link
                              https://answers.unrealengine.com/que...with-es31.html

                              Also,I have encountered a strange BUG concerning DOF on metal enabled mobile:
                              https://answers.unrealengine.com/que...-on-metal.html

                              Thanks! [MENTION=9]Stephen Ellis[/MENTION]
                              Last edited by hls333555; 09-02-2016, 11:34 AM.

                              Comment


                                #60
                                Originally posted by Yun-Kun View Post
                                Ouch, typing "custom" in Blueprint no longer brings "Add custom event", it brings "SuggestVelocityProjectile CustomArc". It's killing me xD
                                Hey Yun-Kun,

                                I have reproduced the issue and have entered a bug report, which you can track here: https://issues.unrealengine.com/issue/UE-35512

                                Thank you for your report.

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