A am really looking forward to improved performance areas as always!
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4.8 Preview, Game Jam Results, and More! - Live from Epic HQ
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Originally posted by dokipen View PostWould like to know more about
- Distribution of plugins without source. Maybe elaborate on epic's view on how to manage the versioning of marketplace plugins. (maintenance, recompilation etc). Are you thinking of hosting code yourself with a private build system or leave it do devs?
Tommy.
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UMG - lit materials as image object? Someday? Ever?
Also Temporal anti aliasing doesn't work with panner material. Will that be fixed in 4.8? - UE-5775 - https://answers.unrealengine.com/que...ly-with-p.htmlGame 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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Will 4.8 include any improvements to temporal anti-aliasing which fix old flaws, like incorrect results on surfaces which use panning materials or world position offset (such as foliage and fluids)?
Will 4.8 bring us any closer to the desktop forward rendering path which was mentioned (I think by Martin Mittring) last year, and the associated performance improvements/MSAA support that would bring?
These issues are important to good VR and were not addressed on last week's chat.
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WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
World Machine to UE4 Export Macro
WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders
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I know epic hired an audio engineer (yay!), and I have seen some large commits for UnrealAudio , What changes are being made / the goal of the new system (is this being rolled into mobile eventually)?Twitter - @TheKRushin
Feel free to ask questions and come learn to be an #UnrealDev
How to report a Bug
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I'm interested in exactly what parts of the Kite Demo will make it into 4.8, specifically the processes discussed in the talk that aren't currently in UE4: https://youtu.be/clakekAHQx0
Also, how will landscape actors change in the near future (if not 4.8 then 4.9)? Are the best results still achieved going from WorldMachine to UE4, or is Epic releasing internal tools for that process? Will we see the ecosystem in 4.8, and if so, how mature will it be?
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OK I'll bite.
I'd like to hear what Mike and Ray think of doing a "stability release" every 6 months or so. One that is purely intended to find and fix bugs and isn't allowed to add any features. Because right now there are some core bugs and it would be nice to give the development team some deliberate thinking time to figure out the core issues that cause them.
Here's a related question, there appears to be an issue with the internals of blueprint, in that blueprints can become corrupted (usually during a crash) that it is impossible to open the blueprint concerned. Often this seems due to some reference to an object that doesn't exist, or one that has become lost in serialization. If you search for "transient" on answerhub you'll find bugs relating to this kind of issue.
I don't think this is an isolated problem either. I've seen my students locked out of projects because of asset references that are no longer valid. Again possibly due to bugs during serialization.
It would be great if Epic could have a "verify project" system that goes and fixes up any issues it finds (even if the fix is to break a wire, or delete an asset as long as it tells you what was wrong). A bit like how a clean rebuild often fixes a large project in visual studio. It would give me a lot more confidence if there was a fallback system that actually reliably recovered what it could and told me what was wrong with what it couldn't. Crashes are going to happen, but its recovery from crashing that is the important bit.
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