is there a community thread or do we just use this one? just subscribed to ue
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.
Gamesindustry.biz is quite reputable siteI wonder if I'd just be able to renew my service with my .edu email. Otherwise I was just planning on re-subbing just every once and a while to catch up on updates
e: although I see no source on this article and no official word from Epic.
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!
Really? That's great, but I just bought a subscription yesterday....
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 *
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.
Yeah, I can definitely swing it and I bought a subscription because of how good a deal it was. Anybody that will give me full source code deserves my money.To be fair, it's only 20 bucks (tho I know that can be a lot to a student).
Uhm, you mean "real time global illumination"? Because otherwise Lightmass is Global Illumination.
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 *
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 hereI 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!).
For me (using 4.3) it is also buggy with WASD movement: https://answers.unrealengine.com/qu...wport-to-actor-camera-controls-are-buggy.htmlDoes 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
Nope. Javier Lajara, as it says in the tin.Is this you?
Nope. Javier Lajara, as it says in the tin.
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.
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.
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.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 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.
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 posted this gif in the next gen thread. Still amazed at how perfect the lighting is. I definitely want to target this quality.
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No. But, he got inspired by it.Is this from the same guy who did the Third and Seventh CG video way back?
Ruined by the use of Chomatic Aberration.
I rather thought the same thing.No. But, he got inspired by it.
Ruined by the use of Chomatic Aberration.
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?
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.
Thanks, that's a nice comparison. I definitely like the cleaner, non-CA version.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
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.
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!
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!
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?