Unreal Engine 4 Thread

is there a community thread or do we just use this one? just subscribed to ue

I think it is pretty much this one - and of course the indie developer thread:

http://www.neogaf.com/forum/showthread.php?t=491431

I've actually jumped ship from Unity, mainly because I feel my C++ skills have deteriorated and need something interesting to get them back up to speed. So I am trying to do as much as humanly possible in code rather than Blueprints, which means most of the tutorials out there are useless to me.
 
That's fantastic - Giving students easy access to a current-gen engine will create solid portfolio pieces and increase their odds of getting solid gigs.

Go get 'em, kids!

Roger that! Just in time for my final year of study at Uni too.
Thanks Sweeney based Tim.

Still wish they'd include some sort of global illumination
 
I need some help here..
Is there a reason why packaging isn't detecting oculus rift?

-If I build a generic template, and create a package, it will default enable vr when you fullscreen.

However, with what I've bult now, well.. it can't find any of the stereo commands. showlog says its an unknown command for showing the VR versions as well as "stereo on" doesn't work..

I think im just going to roll my blueprint characters into an older workarea where I've exported and the normal full-screen detects/as well as the stereo commands are all working, and it finds the version...

I would love to know what exactly I've done wrong, when the instructions are:

1. Make sure the plugin is enabled in editor -- it is.
(all other vr demos working, including older vr demos i've made myself..)

Troubleshooting this is ... yeah.

Thanks for any help.
edit:

UE4 seems to auto detect only when the Rift is plugged in, and there is a video source going into it.
It won't find the Rift if the HMD isn't on/displaying something.

If its captain obvious stuff, it might help someone later on.
 
Roger that! Just in time for my final year of study at Uni too.
Thanks Sweeney based Tim.

Still wish they'd include some sort of global illumination

Uhm, you mean "real time global illumination"? Because otherwise Lightmass is Global Illumination.



As for the student stuff... neat! I have been paying $20 every month since it went available, and I plan on keeping paying until their updates stop being monthly and more like, every 3 or 4 months, which I don't expect to happen for quite a while.
 
Uhm, you mean "real time global illumination"? Because otherwise Lightmass is Global Illumination.



As for the student stuff... neat! I have been paying $20 every month since it went available, and I plan on keeping paying until their updates stop being monthly and more like, every 3 or 4 months, which I don't expect to happen for quite a while.

I've been very impressed with the updates, weekly twitch broadcasts, the number of official video tutorials and whatnot. It feels like a living breathing Engine, and although I was initially skeptical of Epic's intentions, I feel they're really committed to making UE4 the best it can be.
 
Does anyone know if there's currently a bug in 4.4.1 with using the "Lock Viewport to Actor" functionality and Maya-style navigation? As soon as I do that and try to navigate using the alt+left mouse key, the camera seems to wig out and my view gets thrown off. It's pretty annoying since otherwise I use Maya-style nav for viewport navigation.

EDIT: Also seems that while in "Lock Viewport to Actor", you can no longer use "F" to focus?

EDIT 2: The guy in the tutorial just note the issue with "Lock Viewport to Actor" + alt and mentioned it "may not be a forever thing". WASD movement it is for now!
 
Uhm, you mean "real time global illumination"? Because otherwise Lightmass is Global Illumination.

That was a silly thing to say, yes, yes I did.

I haven't had all that much experience with UE4 as of yet due to using Cryengine quite a bit recently...
From your experience how does the lighting setup in UE4 compare to UE3? Much better or is it largely the same?

Really? That's great, but I just bought a subscription yesterday....

Steal of the century and I didn't have the patience. * shakes fists at clouds *

Yep the first thing I thought when seeing the news of it going free for students was, there's going to be so many who have just bought this for University.
If you literally bought it a day or two ago I'm sure you could contact Epic and they'd sort something out.
 
There are a few here who just stay around always, like Blizzard, Prophet Steve, desu and JordanN. The community here isn't too big, and you will definitely find more people on forums like the UE official forums, but posting here you get to interact with people you also see in other threads around, so I kinda like it here :) I also post around polycount a lot, so if you wanna ask anything art-related, remember to check out that forum as well (you might already do, if so, never mind!).

Well, that was a surprise, can't even remember the last time I posted here.

Actually haven't had a subscription for quite a few months, but I'll probably resubscribe soon, see if I can try some stuff with the Unreal Tournament project.
 
Does anyone know if there's currently a bug in 4.4.1 with using the "Lock Viewport to Actor" functionality and Maya-style navigation? As soon as I do that and try to navigate using the alt+left mouse key, the camera seems to wig out and my view gets thrown off. It's pretty annoying since otherwise I use Maya-style nav for viewport navigation.

EDIT: Also seems that while in "Lock Viewport to Actor", you can no longer use "F" to focus?

EDIT 2: The guy in the tutorial just note the issue with "Lock Viewport to Actor" + alt and mentioned it "may not be a forever thing". WASD movement it is for now!
For me (using 4.3) it is also buggy with WASD movement: https://answers.unrealengine.com/qu...wport-to-actor-camera-controls-are-buggy.html
 
Couple of nice ones: http://www.javier-lajara.com/unreal-engine-ftw/

gjbyyo.jpg


yanebt.jpg
 
That looks nice, but my eyes are yelling at me when I try to look at it. It's like some sort of weird blur and/or mild chromatic aberration is going on, and I can't quite identify it.
 
That looks nice, but my eyes are yelling at me when I try to look at it. It's like some sort of weird blur and/or mild chromatic aberration is going on, and I can't quite identify it.

I feel the same, there is something very off, and it is not an uncanny valley kind of effect. The textures on the plane seem a bit weird to me.
 
Well, that was a surprise, can't even remember the last time I posted here.

Actually haven't had a subscription for quite a few months, but I'll probably resubscribe soon, see if I can try some stuff with the Unreal Tournament project.

Now that you say that, I haven't seen you around for a while indeed. You should get back to it!

That was a silly thing to say, yes, yes I did.

I haven't had all that much experience with UE4 as of yet due to using Cryengine quite a bit recently...
From your experience how does the lighting setup in UE4 compare to UE3? Much better or is it largely the same?
I've noticed the light quality to be fairly higher. Not only in how the light bounces around, but also the amount of artifacts has gone down a lot since UE3. Back then I used to get lightmap seams in some spots, but now I can barely see anything if I'm on anything other than preview quality.

It might not feel like day and night, but then again UE3 wasn't bad to begin with. You will see the most differences in your realtime scenes thanks to the new antialiasing and other post-processing, the physically-based render and shaders and the volumetric particles if you use them (your particles can blend with the level better now).
 
I've got a small question.

Whenever I click "play" to test a level, there's this unGodly loud "BOOM" noise, that I think is an homage to starting games in the old Unreal games. It was fun the first time, but it gets old mighty fast. Is there a way to toggle it off so I don't give myself a heart attack?
 
It does look quite nice. Haven't delved into Terrain yet, I'm still going slowly through the official video tutorials.
 
I feel the same, there is something very off, and it is not an uncanny valley kind of effect. The textures on the plane seem a bit weird to me.

I find this too, but with a lot of the UE4 stuff. I think it has to do with the temporal AA. I certainly like the lack of jaggies and smooth edges, but the loss of detail sometimes makes me upset. I'm used to high frequency contrast in games that you don't find in movies/TV.
 
Now that you say that, I haven't seen you around for a while indeed. You should get back to it!


I've noticed the light quality to be fairly higher. Not only in how the light bounces around, but also the amount of artifacts has gone down a lot since UE3. Back then I used to get lightmap seams in some spots, but now I can barely see anything if I'm on anything other than preview quality.

It might not feel like day and night, but then again UE3 wasn't bad to begin with. You will see the most differences in your realtime scenes thanks to the new antialiasing and other post-processing, the physically-based render and shaders and the volumetric particles if you use them (your particles can blend with the level better now).

I was hoping a class in school would require me to, but they still rather use UDK for this year than UE4 because they don't want to waste time getting the weapons and pickups working. Maybe I'll try porting whatever I have to UE4 afterwards, I definitely will pick up a subscription sometime again.
 
I went back to school and my computer has been experiencing issues the past week so my Brampton project had some delays. That said, I'm still working on it!

Here are some assets I've made so far (still needing textures, baking down etc).

ix5DzAhgkdKbF.png

iLoNnrA05q2bX.png

ibyklZmud7Jb0h.png
 
No. But, he got inspired by it.


Ruined by the use of Chomatic Aberration.
I rather thought the same thing. :( Isn't there just an option in the post-process settings or .ini files to turn that off? I wonder why more people don't try it just as a comparison.

One of the jungle videos didn't look like it had it as bad, but it was probably compressed enough that it was hard to tell.
 
I've got a small question.

Whenever I click "play" to test a level, there's this unGodly loud "BOOM" noise, that I think is an homage to starting games in the old Unreal games. It was fun the first time, but it gets old mighty fast. Is there a way to toggle it off so I don't give myself a heart attack?

Its in one of the prefs.. but it was back when I restarted. Yeah..
 
I rather thought the same thing. :( Isn't there just an option in the post-process settings or .ini files to turn that off? I wonder why more people don't try it just as a comparison.

One of the jungle videos didn't look like it had it as bad, but it was probably compressed enough that it was hard to tell.

It is just one of the options in the post-process volume you can place in a scene. I don't think it is even on by default among the post-processing effects. Anyhow, you can easily turn it off unless something is happening I am not aware of. I actually made a comparison before in a GAF thread, not sure whether I still have the pictures, doubt so. Can't find them anyway.

EDIT:

Or I can find the post!

http://www.neogaf.com/forum/showpost.php?p=105618830&postcount=106
 
It is just one of the options in the post-process volume you can place in a scene. I don't think it is even on by default among the post-processing effects. Anyhow, you can easily turn it off unless something is happening I am not aware of. I actually made a comparison before in a GAF thread, not sure whether I still have the pictures, doubt so. Can't find them anyway.

EDIT:

Or I can find the post!

http://www.neogaf.com/forum/showpost.php?p=105618830&postcount=106
Thanks, that's a nice comparison. I definitely like the cleaner, non-CA version.
 
DS3 + UE4 Playstation 3 Controller + Windows 8

http://forums.pcsx2.net/Thread-XInput-Wrapper-for-DS3-and-Play-com-USB-Dual-DS2-Controller

I couldn't get the Xbox360 controller to work:

1. You need some wifi adapter? Im cheap. No.
2. Nothing else worked.

Motion Joy Drivers seem to be horrible for your computer and life, so this one seemed well recommended.

Im mainly placing this here if someone searches in the future, but this is how I got my DS3 working in the editor.
 
DS3 + UE4 Playstation 3 Controller + Windows 8

http://forums.pcsx2.net/Thread-XInput-Wrapper-for-DS3-and-Play-com-USB-Dual-DS2-Controller

I couldn't get the Xbox360 controller to work:

1. You need some wifi adapter? Im cheap. No.
2. Nothing else worked.

Motion Joy Drivers seem to be horrible for your computer and life, so this one seemed well recommended.

Im mainly placing this here if someone searches in the future, but this is how I got my DS3 working in the editor.

It is somewhat well-known on GAF, I use it too for the DS3.

But yes, it won't work with your Xbox 360 controller because it can't connect with your PC without an adapter.
 
It seems 4.4.2 has been released:

Fixed an error that could occur with Notify tracks in animation Montages.
Fixed an error that could cause the Mac Editor to become unresponsive when Slate Text Views were used
Fixed game plugin source being compiled with optimizations when Debug or DebugGame configuration is set.
Updated Vehicle Template with Oculus Rift support!

In regards to 4.5:

We don't have a definite date to provide. 4.5 is going to be a very large release, so it will be our longest development period between releases yet.

I can't make any comments about 4.5 right now, but there are official announcements coming, just hold tight everyone!

Source: https://forums.unrealengine.com/showthread.php?37890-Anyone-else-excited-with-4-5-Update

In the same post a general interview with Epic about UE4 was posted as well: http://www.makinggames.biz/features/the-new-generation-of-engines-part-1,6073.html
 
Really nice stuff. I think the human looks out of place though. Maybe a little more Harvey Specter and a little less Jesse Pinkman?
 
Practically every single object (and the person) in that last shot has glowing multicolored borders due to CA. :| The rest looks so nice, whyyyy do they leave it on?
 
Practically every single object (and the person) in that last shot has glowing multicolored borders due to CA. :| The rest looks so nice, whyyyy do they leave it on?

Yeah it really is a terrible eyesore that just ruins the entire image:\ Wish they disabled it by default as I can see it shitting up dozens of games in the future with devs not bothering to turn it off themselves or thinking they're fancy for using it.
https://www.youtube.com/watch?v=lMVl-94Mqr4&t=0m13s
 
Practically every single object (and the person) in that last shot has glowing multicolored borders due to CA. :| The rest looks so nice, whyyyy do they leave it on?

CA is the new lens flare. People will throw it on for the sake of being "next gen" while ignoring the real scientific properties behind it (i.e a camera defect based on how light reaches the lens).

Although, not all CA is bad. I think it can be done tastefully like in The Order.
ibbflctcFd21yQ.jpg


Nothing in that pic says "obnoxious". And in every video I've seen, 99% of the time it's not even noticeable.
 
So when is 4.5 expected to arrive? In less than a month?

I want to try the engine and do some things, so I'm thinking on suscribing and the cancelling just in a month, so I still have the engine, so if 4.5 arrives in the meantime, better.
 
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