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4.8 Preview, Game Jam Results, and More! - Live from Epic HQ

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    #31
    whats the status of Niagara ?

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      #32
      Sweet, looking forward.
      I would like to know about what console support improvements can we expect in 4.8

      Thank you,
      -Adrian
      PLANET ALPHA

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        #33
        [feature request][question]Can Epic add in vehicle animation blueprint one important ability for separate axis in "copy bone" node, so for now "copy bone" get all rotation/position/scale data from one bone(physical wheel) and transfer to another( visible wheel), but if i only want get one rotation axis(pitch only), or one position axis(z only)? ---- without this ability i need to do so many work in maya with bones skining and after that also in engine, so maybe Epic think about add this ability in 4.8 to add more easier workflow with vehicles in UE4? thx

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          #34
          Originally posted by BrUnO XaVIeR View Post
          Steamworks API is still not working when packaging on Shipping mode; are there any plans to fix this on 4.8?
          Are you sure? We have at least matchmaking working with 4.7.5 (and previous 4.7 versions too).

          My question would be that what sort of improvements are planned for UMG and I would personally like to see Post-Processing available for UMG. At the moment UMG materials feel very limited and doing simple effects like glow take lot of unnecessary resources and the results could be better with a dedicated Post-Process for UMG.

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            #35
            Originally posted by Pikkukatit View Post
            Are you sure? We have at least matchmaking working with 4.7.5 (and previous 4.7 versions too).
            I'm using 4.6.1 and Steam Overlay doesn't work on Shipping mode... Achievements too.
            To get Achievements and Overlay to work on game I have to publish on DebugMode or it won't work even if I put the steam_appid.txt in place.
            I heard ppl having the same issues on 4.7 as well.
            | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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              #36
              Will the UMG - Dedicated Server Bug be fixed? (The one that shuts down the dedicated server because, all the Editor UMG stuff didnt get loaded up)
              Free Inventory System (BP AND C++ Version): Clicky Clicky
              Player Structure System (Houses!) (BP): Pew Pew Marketplace Version: Yoink!
              Howto: Create Dragable UMG Windows: Zoom Zoom

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                #37
                How will be the In-App Purchase for Android/iOS in 4.8?

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                  #38
                  Was any light baking used in the kite demo? Or is it possible to not have to bake anything at all in 4.8? I notice some shadow artifacts and jaggedness on sloping curved parts of terrain without baking once first in 4.7
                  See thread- https://forums.unrealengine.com/show...ows-on-terrain
                  Last edited by CyberDev; 04-22-2015, 01:58 PM.

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                    #39
                    One day, I'll enter one of these Game jams thou speak of...

                    Originally posted by Chance Ivey View Post
                    Some Guy, or General Manager of Unreal Engine (Still trying to figure this one out...)
                    Haha, it's started already... Looking forward to some 4.8 neuwssss!

                    Btw guys, I'm going to be streaming a tutorial on how to get the most out of texture compression, as soon as Unreal are finished over there Here's the thread for more details
                    Last edited by TheJamsh; 04-22-2015, 05:49 PM.

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                      #40
                      Have there been more improvements to the folliage instance system? My folliage instances still force my system to crawl, especially grass.

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                        #41
                        There were talk about work being made to allow blueprints to be placed with ecosystems (and perhaps foliage mode?), did that end up in 4.8 or do we have to wait?
                        How about the ability to add different meshes for different "ages" of trees in ecosystem tools? That feature would be fantastic, instead of just scaling meshes down further out in clusters which won't look all that good. We have between 5 and 9 different versions of all our trees, most of which are different ages so a function like that would be amazing for us!

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                          #42
                          Question: Can we expect to see more basic and essential features exposed to blueprints in the near future, as was revealed in the latest engine preview(multiplayer functionality)?

                          https://forums.unrealengine.com/show...view-4-22-2015

                          We are still missing quite a few game features to allow for complete blueprint games. Control over config files, the ability to load/save/control files using blueprint(player added assets), steam integration, etc.

                          Basically there is a whole slew of little things that are pretty basic to publishing a game that you simply cannot do in blueprints.
                          Map Generator 1.0
                          Map Generator 2.0
                          Map Generator 3.0

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                            #43
                            I can make it, yeeeees! Finally time for another live stream
                            STONE RAGE
                            StoneRage Steam: https://store.steampowered.com/app/640860/Stone_Rage/
                            https://stoneragegame.com/

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                              #44
                              Question: What's your guys' view on Adding Dynamic drawcalls batching support to optimize Unreal Engine for Not-so-powerful PC/devices? Is it not a worthy optimization trick or we're expected to use smart level planning to reduce drawcalls instead of asking engine to do the job?
                              | twitter | github | #ue4tip

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                                #45
                                Originally posted by zoombapup View Post
                                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.
                                I am curious about the same thing. The engine kinda feels like a minefield right now, at least for mobile. I really like all the things that can be done in the engine, but it kinda gives a headache when there are obscure crashes. More stability please so we can sleep at night.
                                Last edited by Denny; 04-23-2015, 01:57 PM.
                                www.dennylindberg.com - My RnD / WIP thread
                                Mortal Online 2 - Kitten'd - Guardians of Valor (Android, iOS)

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