zerofiftyone Posted August 13, 2014 Beware! I just managed to kill the graphics options screen I had been working on for an hour by making the fatal mistake of trying to add a FOV slider, apparently sliders crash the editor and make UMG files unopenable. Serves me right for not doing backups while using an experimental feature in a preview build of the editor. . Well dang. Guess I should make more regular backups now that I'm also using 4.4 preview. Did you lose anything else in the crash, or just the widget you were working on? Share this post Link to post Share on other sites
Joewintergreen Posted August 13, 2014 You'll probably be fine if you're not using experimental features, but yeah, backup always a good idea. Share this post Link to post Share on other sites
bakelite Posted August 13, 2014 Well dang. Guess I should make more regular backups now that I'm also using 4.4 preview. Did you lose anything else in the crash, or just the widget you were working on? Just the widget. I guess I was so used to using the relatively stable behavior tree system while it was an experimental feature that I was lulled into a false sense of security. Share this post Link to post Share on other sites
zerofiftyone Posted August 14, 2014 4.4 was released today! https://forums.unrealengine.com/showthread.php?29568-Unreal-Engine-4-4-Released!&p=118230#post118230 Share this post Link to post Share on other sites
CEJ Posted August 15, 2014 Yay 4.4! The behavior tree is not experimental anymore which is good. Here's some models GUNS I made in UE4. Share this post Link to post Share on other sites
Joewintergreen Posted August 20, 2014 I did another InFlux level port. Not remaking the game or anything, just havin' fun. Share this post Link to post Share on other sites
bakelite Posted August 20, 2014 Very nice. Are you deforming the water plane to make actual waves, or is it just a texture? I'm trying to figure out how to do the former. Share this post Link to post Share on other sites
Joewintergreen Posted August 20, 2014 There's actual waves, I'll have a video up soon. I used a couple normal maps panning over each other hooked up to the tessellation on the material. Turn tessellation on your material to PNtriangles, apply it to a mesh with a reasonable number of verts (mine is a fairly high-poly plane), and plug something like this in: Share this post Link to post Share on other sites
Joewintergreen Posted August 20, 2014 Here's that video. I didn't get the water in as much as I wanted but you can kind of see at the beginning. Share this post Link to post Share on other sites
bakelite Posted August 27, 2014 Neat solution, will try. How's the performance impact? Share this post Link to post Share on other sites
Joewintergreen Posted August 28, 2014 It depends how many verts you have after tessellation (so basically your mesh's vert count * how much you're tessellating). If you have adaptive tessellation on (which is default) your tessellation multiplier works like a distance LOD function, so you can only tessellate the parts of the mesh within a certain distance from the camera, which helps a lot. You could do this same stuff on UE3, but the perf hit was much greater. Share this post Link to post Share on other sites
Joewintergreen Posted August 28, 2014 Probably done with this InFlux-revisiting stuff now Share this post Link to post Share on other sites
Joewintergreen Posted October 13, 2014 front and center. psyched Share this post Link to post Share on other sites
bakelite Posted October 13, 2014 I noticed the other day, congrats. Any plans on selling your room generator? I'm sure there's a market for it. Share this post Link to post Share on other sites
Joewintergreen Posted October 13, 2014 Possibly, a couple of people have asked for it. I'm not sure it's a tidy enough implementation yet, I'm still learning as I go. I was thinking about opening up development on it and just linking builds on twitter all the time. Share this post Link to post Share on other sites
bakelite Posted October 30, 2014 I started experimenting with C++ with no previous experience of the language. It took me about seven hours of frustration and humiliation to make a passable first person character, something I can do with blueprints in less than an hour. It's incredibly verbose compared to C# in Unity, but oddly satisfying. Share this post Link to post Share on other sites
Berzee Posted November 12, 2014 Well, I am signing up for a month of this to see how it compares to other things I've tried (and to see how fancy the lighting options are). Hopefully I will have questions and/or stunning results in the near future! Share this post Link to post Share on other sites
Joewintergreen Posted November 12, 2014 Remember, you can keep using that version forever even if you cancel your subscription Share this post Link to post Share on other sites
Berzee Posted November 12, 2014 Hmm, seems if you have a laptop with one of them junky built-in graphics cards, the editor may not even be runnable on your computer (regardless of how capable the laptop is otherwise). Luckily I have a (rarely used) desktop too so I can still try this out, albeit from a much less comfortable chair. Share this post Link to post Share on other sites
Joewintergreen Posted November 12, 2014 I guess you need DX11 for the editor, is that it? Share this post Link to post Share on other sites
bakelite Posted November 12, 2014 It should run, but expect a single-digit frame rate. You probably wouldn't have a great experience even with a recent proper mobile GPU, it's just that demanding. Share this post Link to post Share on other sites
Berzee Posted November 12, 2014 Hmm...is this true of games made with the engine as well, or just the editor? Share this post Link to post Share on other sites
bakelite Posted November 12, 2014 Playing in the editor does cause a significant performance hit, but there's just no getting around the fact that it's a new engine made to last many years. Share this post Link to post Share on other sites
Joewintergreen Posted November 13, 2014 I routinely work in UE4 on my laptop, just fyi. It's a pretty good one though, GeForce GTX 765M Share this post Link to post Share on other sites
Dinosaursssssss Posted November 13, 2014 I started messing with UE this week and was having a looooot of performance issues when building lighting. Everything else seemed to run ok to me, but those builds were crushing my RAM to the point that windows services and other programs were crashing out. edit: I was lying awake last night thinking about my 7dfps project so I tweeted a haiku, cause what else do you do when you can't sleep super late at night? 3 o'clock amIn bed, thinking to myself'UE4 is sweet' Share this post Link to post Share on other sites