Unreal Engine 4 Thread

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.

No date given yet, except what I posted on the last page: http://www.neogaf.com/forum/showpost.php?p=129500114&postcount=696

I suspect this weeks livestream might have some information on 4.5. I'll be sure to mention it here if they say anything.
 
4.5 is a bigger release, they said they'll most like drop their usual release schedule for this aka can take 2, 3 months before it's out.
 
I think I'm going to give up lightmass now.

With the way games are headed, I rather be proficient at real time lighting than baked. I also realize the more bigger my environments get, the longer render times are going to take. That's going to get real annoying soon.

I'm happy the current real time GI solution supports indirect illumination, so that's good enough for me.
 
I think I'm going to give up lightmass now.

With the way games are headed, I rather be proficient at real time lighting than baked. I also realize the more bigger my environments get, the longer render times are going to take. That's going to get real annoying soon.

I'm happy the current real time GI solution supports indirect illumination, so that's good enough for me.
Do you have to do anything special, like checking properties or something, to enable the current real time GI solution?
 
Do you have to do anything special, like checking properties or something, to enable the current real time GI solution?

You have to make just one tweak to the ConsoleVariables.ini file (found here).

"Force Precomputed lighting" has to be disabled in the world settings(because it obviously stops using lightmaps). In your directional light, you have to check off "Affect Dynamic Indirect Lighting" and set "Dynamic Shadow Distance" to 10.000.

That's it! You have global illumination in real time.

You can continue playing with the settings in the directional light as well as post process volume.
 
You have to make just one tweak to the ConsoleVariables.ini file (found here).

"Force Precomputed lighting" has to be disabled in the world settings(because it obviously stops using lightmaps). In your directional light, you have to check off "Affect Dynamic Indirect Lighting" and set "Dynamic Shadow Distance" to 10.000.

That's it! You have global illumination in real time.

You can continue playing with the settings in the directional light as well as post process volume.
Many thanks! It's better than nothing until when and if the Lionhead GI gets in, I imagine. :P
 
I'm having a blast just looking through the docs and source code seeing how professionals architect their code.

By no means have I exhausted the resources given to me yet, but do the docs talk about how they implement certain features or is it more reference? I'd love to know how features look from theory to implementation.
 
I'm having a blast just looking through the docs and source code seeing how professionals architect their code.

By no means have I exhausted the resources given to me yet, but do the docs talk about how they implement certain features or is it more reference? I'd love to know how features look from theory to implementation.

It's kind of a mix of both. The docs give you a run down of how to use each of the engine's features and some examples to go with them.

If you're more interested in the origin of how each feature gets implemented, there is a section of the website containing whitepapers/pdf of certain topics.

Beyond that, development of the engine is on-going and discussed on the internet. You can find Epic's developers posting on the forum, discussing upcoming features of the engines or already existing ones. There are also developer live streams held every week that gets posted to Youtube, that also goes into a lot of depth of the engine's features, the future of engine, etc.
 
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.

It is still over done in that shot.

CA is like lens flare. People are just using it because it is the new popular thing. If the whole point of big budget games is to mimic blockbuster movies then CA should be hard to find. If I can see it in every game scene then the devs aren't doing it right.
 
Unreal Engine 4.4.3 Hotfix out:

4.4.3 fixes:
- Fixed a crash after loading a Blueprint with particular linked nodes set as a dependency of another Blueprint.
- Fixed a .NET Framework SDK test dependency added in 4.4.1.
- Added Xcode 6 support; please review the known issues.
- Improved Oculus compatibility with the Vehicle template – fixed the camera setup and replaced the vehicle mesh.

Known Xcode 6 issues
- Unreal Engine 4.4 only supports Xcode 5 for non-GitHub users. We recommend not upgrading and not auto-updating to Xcode 6 because things will break. If you do update to Xcode 6 you’ll be able to download Xcode 5 from the iOS Dev Center.

Go here (login required).
Select and download Xcode 5.1.1.
Completely replace Xcode 6 with Xcode 5.1.1 (in the Applications directory).


- Content-only projects are not affected.
- GitHub projects may fail to compile for iOS the first time. Recompiling should resolve the issue.
- These issues will be resolved in 4.5

https://forums.unrealengine.com/showthread.php?41188-4-4-3-Hotfix-is-Live!
 
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.

That's far from "tastefully".
 
It's kind of a mix of both. The docs give you a run down of how to use each of the engine's features and some examples to go with them.

If you're more interested in the origin of how each feature gets implemented, there is a section of the website containing whitepapers/pdf of certain topics.

Beyond that, development of the engine is on-going and discussed on the internet. You can find Epic's developers posting on the forum, discussing upcoming features of the engines or already existing ones. There are also developer live streams held every week that gets posted to Youtube, that also goes into a lot of depth of the engine's features, the future of engine, etc.
Thanks for the information. From where I'm sitting they're really doing a fantastic job supporting this engine.
 
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.

Nope, its not done tastefully here. Tasteful is like set 0.5-0.7 in CryEngine, its almost invisible even on screenshot, but it still there.
The only time when You can go higher when game has view via lenses or there is some vision distortion.
 
It seems the Platformer Game Demo has been released on the marketplace now.

4.5 is currently scheduled for middle of October! according to the latest live stream.
 
I am VERY interested in that -- shadows from a dynamic world, you say!

What's the difference between "area" shadows and other shadows? A volume that determines where the shadows can appear?
 
I am VERY interested in that -- shadows from a dynamic world, you say!

What's the difference between "area" shadows and other shadows? A volume that determines where the shadows can appear?

Area shadows are cast by a light source with a given shape/size, instead of an infinitely small point light. So you get a correct penumbra (that gradient going from fully shadowed to non shadowed) that matches that light size/shape.

Diagram_of_umbra,_penumbra_%26_antumbra.png
 
I haven't had much time to play with this thanks to my work... I have been testing some tessellation. Those chairs and other objects are UE4 included items I just dropped in.

Here it looks quite jaggy. I'll need to smooth it a bit and add something between the tiles and probably make the gap smaller.

Here is another picture where I added some other tile textures with tessellation.

I can change the amount of dirt the textures have inside the editor thanks to substances. Substance designer is pretty cool program to have. I am still learning the basics from that program too. This is kinda of hobby for me :)
 
I feel incredibly stupid right now. I'm having a lot of trouble getting the Unreal Tournament components installed into the UE4 engine. I tried following all of the instructions for Git hub, but I just get errors everywhere and now UE4 won't even run.
I have experience with the Source engine and have made UT maps with the old editor. Do you think I'm in over my head or should I do a clean install and go without the UT tournament files? I posted here first because you guys are generally nicer than other forum's. Thank you for any info you might provide.
 
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.

It doesn't? I'd say that's actually a particularly obnoxious example. A game set in 1886 yet apparently the player is viewing everything through a digital camera with a defective lens. At least Crysis' CA made some in universe sense. I'm sorry but 99 times out of 100 it just looks shit.
 
It doesn't? I'd say that's actually a particularly obnoxious example. A game set in 1886 yet apparently the player is viewing everything through a digital camera with a defective lens. At least Crysis' CA made some in universe sense. I'm sorry but 99 times out of 100 it just looks shit.
CA has, as far as I know, nothing to do with digital photography, and everything to do with imprecise lens optics. Which IMO makes perfect sense that the lenses would be less than perfect in a 19th century game camera.

Although, I think they have reduced CA in this game significantly in the latest footage released.
 
Maybe I'm not looking hard enough, but is there a way to do parallax mapping in UE4? I saw some suggestions to use the bumpoffset node, but it only brought out the texture slightly.

Here's the texture I made in Marmoset with parallax mapping:

And here it is in UE4 with bumpoffset:
 
CA has, as far as I know, nothing to do with digital photography, and everything to do with imprecise lens optics. Which IMO makes perfect sense that the lenses would be less than perfect in a 19th century game camera.

Fully aware of that, however that looks nothing like the output from a 19th century camera.
 
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.
The "cinematic" film grain looks pretty obnoxious to me. And for the love of God, I can't imagine how mimicking a fundamental design issue in cameras makes a game look better. At all.
 
4.5 preview release out any time now, 4.5 release notes as well soon.

Some features:
- UMG a full feature now
- hot reload
- new tutorial system
- automatic naming issues in the content browser solved
- more straight lines in blueprints now (better alignment)
- EXR screenshot feature
- subsurface scattering
- new project templates: twin stick shooter and advanced vehicle template (did I hear loopings :O?)
- animation retargeting manager
- html5 export?
- improved foliage lightning in the works (might be finished in a week, if you want it for 4.5 they will help you getting it into 4.5 as its most likely coming for 4.6)
- they are working on improving large worlds (nav mesh streaming support)


Video of Epics Showdown demo (VR) if you haven't seen it yet.
https://www.youtube.com/watch?v=1dVAYmbIdfU#t=100
 
Hi guys, I'm starting using UE4 now and am using it for my honours project.

Just a quick question, how easy is it to implement Oculus Rift support into UE4 as someone who has limited knowledge of either ?
 
Just a quick question, how easy is it to implement Oculus Rift support into UE4 as someone who has limited knowledge of either ?

Dunno about that, but I would recommend checking out the free Couch Knights sample from the marketplace as that is a full VR demo with all code and assets.
 
CA has, as far as I know, nothing to do with digital photography, and everything to do with imprecise lens optics. Which IMO makes perfect sense that the lenses would be less than perfect in a 19th century game camera.

Although, I think they have reduced CA in this game significantly in the latest footage released.

It's not really the fault of lens optics, to be specific. Chromatic aberration comes from the fact that when light hits a surface with an index of refraction different from the one it's leaving, it will bend at slightly different angles according to its wavelength. The best lens in the world is going to suffer from it to some degree. It can be partially corrected for in software in many cases, so its not a huge problem, but if you have thick framed glasses and you look out the top of them at a high contrast edge, you're likely to see some chromatic aberration.
 
Hi guys, I'm starting using UE4 now and am using it for my honours project.

Just a quick question, how easy is it to implement Oculus Rift support into UE4 as someone who has limited knowledge of either ?

It's practically automatic assuming you don't have a terribly custom camera. There's a built-in Rift plugin that pretty much just works (Direct Mode with a mirrored display) if you run your game in fullscreen. You'll need to set a single world scale value to make the positional tracking scale fit your world well and you'll want to set up a reset orientation button (which is very easy).
 
Hi guys, I'm starting using UE4 now and am using it for my honours project.

Just a quick question, how easy is it to implement Oculus Rift support into UE4 as someone who has limited knowledge of either ?

I had no experience with UE4 or developing for VR. I have found it very easy to implement Rift support, and somewhat trickier to tweak it to my liking (detaching it from the character so turning your head doesn't turn your body, that type of thing), but it's getting there!
 
Fully aware of that, however that looks nothing like the output from a 19th century camera.
Yes, of course - there would not be color video cameras then in the first place, but it's IMO a creative liberty that makes sense (then again I'm pretty sure they toned it down some in the latest footage I've seen)
 
Hi guys, I'm starting using UE4 now and am using it for my honours project.

Just a quick question, how easy is it to implement Oculus Rift support into UE4 as someone who has limited knowledge of either ?

As others have mentioned its trivial. Judging by the demos at Oculus Connect the engine is going to shine in VR.
 
I haven't been keeping up, but UMG is their UI tool, right? How is it shaping up for those who have UE4.

Still needs a lot of work, but is surprisingly usable. The biggest missing pieces are animation and a sane way to re-position stuff through code, IMO. Content scaling is also missing (and it's absolutely necessary for mobile projects), but it's coming in 4.5.
 
Thinking of getting back to game development. Going to do a simple top-down, survival shooter. Anyone here have experience with creating something like that with blueprints?
 
How is UE4's mobile 2D performance compared to Unity?
I'm developing a small 2D mobile game right now with Unity, but my university has free UE4 licenses, so i'm considering to switch over to UE4.
 
Just saw the archived live stream on Youtube for 4.5.
Man, these guys are hyped up about it, you can tell they love what they do and are super passionate.

That's a big plus in my book, cause lets be honest Unreal Engine 4 is a super fucking cool framework, them being so open about the development makes it even more <3

And thus I'm really curious to see what Valve has in store. They are the only ones who can cut into UE4's popularity every other engine released just can't keep up.
 
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