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[Twitch] Unreal Engine 4.4 Release - Aug. 14, 2014

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  • replied
    Yeah, that would be interesting to know!

    Leave a comment:


  • replied
    Originally posted by Shrooblord View Post
    Can I ask my question for the next Twitch livestream here, since there's no topic for it yet?

    I wish to know if there's any documentation in the makings for proper IK targeting for for example foot placement on ramps and/or stairs. If you take a look at this AnswerHub question, you'll see that the author and the person who answered never got the system working fully/as effectively as they wanted. They are still hacking away at how to solve the issue they're having. So I guess my question is:

    QUESTION: Could you look into future improvements of properly handling IK targetting to, for example, handle the placement of feet on slopes more accurately? The current system seems to have problems because of how the character collision capsule works in combination with IK targets.

    Thank you!
    +1 for this

    Leave a comment:


  • replied
    Can I ask my question for the next Twitch livestream here, since there's no topic for it yet?

    I wish to know if there's any documentation in the makings for proper IK targeting for for example foot placement on ramps and/or stairs. If you take a look at this AnswerHub question, you'll see that the author and the person who answered never got the system working fully/as effectively as they wanted. They are still hacking away at how to solve the issue they're having. So I guess my question is:

    QUESTION: Could you look into future improvements of properly handling IK targetting to, for example, handle the placement of feet on slopes more accurately? The current system seems to have problems because of how the character collision capsule works in combination with IK targets.

    Thank you!

    Leave a comment:


  • replied
    Originally posted by Ray Davis View Post
    Hoping to tackle the integration next week, not sure ETA of when it will be fully available via main.
    Thanks so much for the update I'm really looking forward to determining if the ADT-1 is a viable gaming platform. It would be nice if we could get the code available in github even on a fork or seperate branch. As I understand it might take a quite while to get the integration completely done.
    Last edited by Beep2Bleep; 08-15-2014, 02:34 PM.

    Leave a comment:


  • replied
    Hey all, the recorded stream is now up on youtube!

    https://www.youtube.com/watch?v=-kky...12tbB&index=41

    Leave a comment:


  • replied
    Originally posted by Beep2Bleep View Post
    Can we get any update on Android ES3.1+AEP, GL4 support merged into main? It's listed on the Trello board for August but I've been unable to find any reference in the Github. Tegra K1 tablets/set top boxes are shipping and I'm trying to reproduce the performance shown in the Google I/O keynote. So far all of the Android builds have had extremely poor performance along the lines of the Adreno 320. The trello says it's not merged into main, is it possible its only located on an Epic internal source control system.

    Would it be possible to get it checked in to the Github even if on it's own branch so we can start trying to figure out the capabilities of the K1 + Unreal Engine 4?

    Thanks for any assistance possible.
    Hoping to tackle the integration next week, not sure ETA of when it will be fully available via main.

    Leave a comment:


  • replied
    Was this weeks stream saved in the video list on twitch? I can't seem to find it, only last weeks twice.

    [EDIT] Nevermind! They just both have the same title name. I clicked the most recent and its this weeks!
    Last edited by SememeS; 08-14-2014, 11:47 PM.

    Leave a comment:


  • replied
    QUESTION:

    Will there be per-purchase confirmation for people who are using PayPal?

    As currently I am using a billing@customdomain.com email that is tied to my company's PayPal account and is shared with multiple users on my team. This was done by me requesting them to make a www.unrealengine.com account and than provide me with their account details + temporary password, at which point I filled out the billing information with my company's PayPal and finally gave the account back to them to change their password.

    Now with that being said,
    This could be very problematic for me if each user who is connected to PayPal can start to make purchases at any given time.

    -------------------------------------------------

    Follow-up [QUESTION]

    what are Epic Games plans for bulk billing + invoicing???

    Leave a comment:


  • replied
    Originally posted by Ray Davis View Post
    Yep we will be posting this shortly.
    Can we get any update on Android ES3.1+AEP, GL4 support merged into main? It's listed on the Trello board for August but I've been unable to find any reference in the Github. Tegra K1 tablets/set top boxes are shipping and I'm trying to reproduce the performance shown in the Google I/O keynote. So far all of the Android builds have had extremely poor performance along the lines of the Adreno 320. The trello says it's not merged into main, is it possible its only located on an Epic internal source control system.

    Would it be possible to get it checked in to the Github even if on it's own branch so we can start trying to figure out the capabilities of the K1 + Unreal Engine 4?

    Thanks for any assistance possible.

    Leave a comment:


  • replied
    Originally posted by QuickBrownFox
    Is there anywhere to see the talks that some of the Epic people did at SIGGRAPH 2014 a few days ago? I believe in "Advances in Realtime Rendering".
    Yep we will be posting this shortly.

    Leave a comment:


  • replied
    Originally posted by HeadClot View Post
    QUESTION:

    Will we able to buy things from the market place if we are not active subscribers?
    Yes you will be able to purchase items without an active subscription.

    Leave a comment:


  • replied
    Originally posted by mahri726 View Post
    Instead of RakNet, I would like to see a peer to peer - classic networking hybrid. Hopefully, Peer to Peer support is already on roadmap.

    There are some people in community trying to create an efficient and cost effective MMO neworking system plugin https://forums.unrealengine.com/show...lug-in-for-UE4
    Ah yes I was trying to find that thread to post alongside RakNet before the UE4 Twitch stream started.

    Glad you're aware of that forum thread

    Leave a comment:


  • replied
    Originally posted by benjamin.smith View Post
    Perhaps checkout RakNet, which Oculus recently acquired and open-sourced

    Website = http://www.jenkinssoftware.com/
    GitHub = https://github.com/OculusVR/RakNet

    on that note

    [QUESTION] Will we be seeing RakNet intergrated and supported natively by Epic Games for UE4?

    And what are the pros / cons of UE4's current net code compared to RakNet (I'm not a network programmer)

    p.s. my alias on Twitch, etc is BLOODTIDE12
    Instead of RakNet, I would like to see a peer to peer - classic networking hybrid. Hopefully, Peer to Peer support is already on roadmap.

    There are some people in community trying to create an efficient and cost effective MMO neworking system plugin https://forums.unrealengine.com/show...lug-in-for-UE4

    Leave a comment:


  • replied
    QUESTION:

    Will we able to buy things from the market place if we are not active subscribers?

    Leave a comment:


  • replied
    Originally posted by HeadClot View Post
    QUESTION: How close is Epic to having a MMO like network architecture for us MMO devs to use?
    Perhaps checkout RakNet, which Oculus recently acquired and open-sourced

    Website = http://www.jenkinssoftware.com/
    GitHub = https://github.com/OculusVR/RakNet

    on that note

    [QUESTION] Will we be seeing RakNet intergrated and supported natively by Epic Games for UE4?

    And what are the pros / cons of UE4's current net code compared to RakNet (I'm not a network programmer)

    p.s. my alias on Twitch, etc is BLOODTIDE12

    Leave a comment:

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