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[Twitch] 4.7 Preview, Preview Builds, and More - Jan 8, 2014 @ 2PM ET

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    [Twitch] 4.7 Preview, Preview Builds, and More - Jan 8, 2014 @ 2PM ET

    WHAT
    Mike Fricker and Ray Davis join us to discuss some of the changes coming in 4.7 and the new Preview release process (speaking of, you should see a new 4.7 Preview this week!). Also, Lead Engineer James Golding will be visiting from the UK, so we're dragging him along too!

    WHEN
    Thursday, Jan. 8th @ 2PM ET - [Countdown]

    WHERE
    www.twitch.tv/unrealengine

    WHO
    Chance Ivey - Community Manager - @iveytron
    Mike Fricker - Technical Director - @mike_fricker
    Ray Davis - UE General Manager - @EpicRayD
    James Golding - Lead Engineer - @EpicJamesG

    Edit: The YouTube Archive is now available here
    Last edited by Ivey; 01-10-2015, 11:42 PM.
    Let's Connect [Twitter]

    #2
    Hi,
    its will give a final version every 2 months , maybe 1/² month
    in the meantime Some plugin don't work within Preview release .
    wait strongly thursday for more info.

    Thank

    Comment


      #3
      Welcome back from the holidays, I'll be tuning in on Thursday realllllfasst

      Since the topic is the engine updates, I'll just slip a general question in right quick if I may..

      Some months ago there was some discussion here about implementing non z gravity that would effect physics objects and characters and such, which would be useful for making orbit mechanics and other cool gameplay mechanics..

      Has there been any discussion about implementing something like this in a future update?

      Thanks

      Comment


        #4
        Its always exciting to have Mike and Ray on twitch. 2014 was a great year for UE4 and now I can't wait to see what happens in 2015 =)
        W3 Studios

        Comment


          #5
          Really exited to see more of 4.7!
          Any news on the Ecosystem Painting Tools? I'm guessing (and hoping) it's a new take on the foliage mode, with better interface.

          Comment


            #6
            Originally posted by Chariots
            I saw some commits on the master branch for a landscape based grass solution, haven't tried it, but it might be ready for an experimental release for 4.8.0. This is the first I'm hearing about ecosystem painting tools, is this what you mean, or is there supposed to be more of it?
            I'm guessing that migth be it. All I know is that something is being worked on according to https://trello.com/c/xj7TaKiu/418-ec...painting-tools
            There have been talks before about the foliage interface being worked on so I hope that's what it is.

            Comment


              #7
              Nice! I'll actually be around for this one for a change... If you folks are taking any questions, here's a couple from me:

              1- Any news or updates on the upcoming Niagra replacement for Cascade, or any slight idea when we could start seeing experimental builds of it?
              2- Same as above but for Sequencer, and will sequencer possibly support exporting non-realtime movie sequences with audio (Matinee doesn't have this capability currently).

              Also!

              3- Any new content for the content examples project coming this build? Always love seeing new goodies there!
              Last edited by TheJamsh; 01-08-2015, 10:05 AM.

              Comment


                #8
                Any updates on the improved foliage tool? https://forums.unrealengine.com/show...t=foliage+tool

                Comment


                  #9
                  Originally posted by fighter5347 View Post
                  Any updates on the improved foliage tool? https://forums.unrealengine.com/show...t=foliage+tool
                  This is what I was wondering as well. I'm guessing Ecosystem painting tools is a new foliage tool?

                  Comment


                    #10
                    Originally posted by Sitrec View Post
                    This is what I was wondering as well. I'm guessing Ecosystem painting tools is a new foliage tool?
                    Hey guys in 4.7 there are improvements to foliage.
                    ...
                    This is an early preview of the upcoming 4.7 release.
                    - Foliage rendering performance significantly improved! Hundreds of thousands of foliage instances can be efficiently rendered and edited, with per-instance LOD support and per-pixel dithered LOD transitions.
                    ..

                    Also a qustion if i may.

                    Alot of talk on the forum of late related to NVIDIA Gameworks and we seen forks for WaveWorks intregration and apperantly VXGI in January.
                    And i noticed on NVIDIA Gamewors Page that Flex is upcoming for UE 4.
                    Its been hard to find any real confirmation on this so am wondering.

                    [Q] Are these all solutions that be supported out of the box with the coming versions of UE 4?
                    [Q] And are you able to talk a litle off what is actualy is getting implemented over the next couple of months?

                    Cheers!
                    WCode
                    Last edited by WCode; 01-06-2015, 11:29 AM.

                    Comment


                      #11
                      Originally posted by WCode View Post
                      Hey guys in 4.7 there are improvements to foliage.

                      Also a qustion if i may.

                      Alot of talk on the forum of late related to NVIDIA Gameworks and we seen forks for WaveWorks intregration and apperantly VXGI in January.
                      And i noticed on NVIDIA Gamewors Page that Flex is upcoming for UE 4.
                      Its been hard to find any real confirmation on this so am wondering.

                      [Q] Are these all solutions that be supported out of the box with the coming versions of UE 4?
                      [Q] And are you able to talk a litle off what is actualy is getting implemented over the next couple of months?

                      Cheers!
                      WCode
                      We weren't referring to the 4.7 foliage improvements that have been included in the preview. We were talking about the actual foliage mode/tool interface, as it's pretty outdated and there has been talks about improving it.

                      Comment


                        #12
                        Will large world support coming up in future versions include more procedural large world support? This could be anything from more access to world browser, the ability to draw dynamic meshes(voxels and whatnot), etc in blueprint.
                        Map Generator 1.0
                        Map Generator 2.0
                        Map Generator 3.0

                        Comment


                          #13
                          any optimization for fast mobile 2d in future?

                          Comment


                            #14
                            Originally posted by Chariots
                            Looking at the current promoted build, foliage tool UI hasn't changed much, but there is a new system that generates foliage from landscape layer info objects, it is a bit bare boned currently, as I can see that some of the settings that can be seen from the source code doesn't actually show up (wip after all). Currently it is just a 'grass' placement tool that places grass based on layer and then randomizes the rotation.

                            Not surprising considering 4.8.0 -or whatever version that they're going to include it in- is still far away (4.7.0 branch doesn't have it). I have to say though, it is very, very fast, and looks stable even on this early implementation.

                            One thing I'm wondering is if we'll be able to modify it during runtime (ie do not generate grass on this spot that is dynamically added during runtime etc), haven't been able to check it that much yet. (Edit: At a glance, not without major modifications)
                            Great to hear that something is being done, thanks!
                            Lots of us are using procedural layers though, that automatically switch from grass to stone when the angle is steep.
                            Wonder if there will be any way of preventing that grass spawns on the rock in this example, since it's the same "layer".

                            Comment


                              #15
                              I agree with the reply above; any update on the current status and direction of Sequencer, beyond what we've heard already, would be great!

                              Comment

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