The 4.10.4 Hotfix is now live! It corrects an issue with the previous release (4.10.3), details for both releases are below.
The Intel RealSense SDK is natively implemented in C++, making it easy for developers to access its features from game code also written in C++. This plugin enhances the UE4 developer experience by exposing these same SDK features through Blueprints scripts.
At the time of this writing, the officially supported features of the plugin are the following:
- Raw Color and Depth Camera Streaming
- 3D Face and Object Scanning
Two other features are currently in-progress:
- Head Tracking
- Scene Scanning
Ultimately, our goal for this plugin is to support each of the Gold features of the Intel RealSense SDK that are applicable to gaming.
For more details and the entire article follow this link.
The 4.10.2 Hotfix is now live!
This Hotfix resolves a few important issues. Feel free to continue the discussion about this release on the 4.10 announcement thread.
Fixed in 4.10.2- CL#2818068
Fixed! UE-23845 Crash when using “Set Key Time” on an animation key in UMG
Fixed! UE-24685 Matinee movie recording is broken in 4.10
Fixed! UE-22573 A REINST error occurs in widgets that reference one another
Fixed! UE-24115 Cannot launch the editor in DebugGame Editor configuration from Xcode
Fixed! UE-24563 Editor should launch launcher silently
Important Note – ‘VisualStudio2015 Update 1’ is not compatible with the UE 4.10.2 release. Please do not update to VisualStudio2015 Update 1 while using UE 4.10.2
Unreal.hx is a plugin for Unreal Engine 4 that allows you to write code in the Haxe programming language. Haxe is a modern, high-level, type-safe programming language that offers high performance critical for game development.
- Haxe compiles directly to C++, for high runtime performance.
- Full access to the entire Unreal C++ API – including delegates and lambdas.
- Full support for
UCLASScreation, subclassing, and Blueprints.
- Familiar C/Java-style syntax.
- Memory management via garbage collection.
- Strict type safety, with a powerful type inference engine.
- Many modern features such as lambdas/closures, generics, abstract data types (GADT’s), reflection, metadata, and a powerful macro system for language extension.
Follow this link for for the github repository.
Unreal Match 3 is a fully-featured match three-style game. Epic believes that this project can become “learning resource to help people learn how to make great games and apps”
Unreal Match 3 shows how you can use the popular engine to build optimized mobile products for a wide range of mobile devices. It also serves as a great example of how you can implement such features as achievements, analytics and in-app purchases in your game.
The project was developed from the good up by Epic’s learning resources team in just a few months. You can download the game, or you can actually download all the assets and source code, to study the production and make something of your own.
Videos for this Learning Series
A C++ article about persistent graphic settings in UE4:
In comparison to modern consoles there are hundreds and thousands of various PC hardware configurations. Different graphics cards, central processors, memory etc. in all sizes, shapes and colors allow for an endless number of various hardware setups. Some of those are more powerful than others, and not every PC can play the latest game with graphics settings at their maximum level. Typically on the PC platform one can control different aspects of tuning those graphics settings: from the resolution of the monitor, via anti-aliasing techniques, to texture and shadow quality levels. All these settings allow to adapt the game to the actual performance of the hardware in use.
Modern game engines allow to set such things out of the box, and UE4 is no exception. Epic calls this “scalability”, and on top of those things mentioned before in Unreal you can also set quite a few more game and graphics aspects, such as post processing quality, effects quality, material quality, and others.
Well, in UE4 you basically have two main parts to tweak in terms of graphics settings. On one hand that is the so-called video mode, which is basically nothing else than the game screen resolution, as well as whether or not to render the game in full screen mode or in a (borderless) window. On the other hand you have those quality settings mentioned above and listed in detail in the UE4 scalability documentation.
Now the question is how one can set and change those values and parameters from within the game. The obvious way is to do so via in-game console commands. A simple web search will reveal those commands to you, for example as listed in the UE4 answer hub. However, using those console commands seems to be a bit cumbersome, and from our understanding that is also not the way Epic recommends. For example, you need to explicitly call those commands every time you start the game, which for sure is not what we want. Instead we want the engine itself to automatically do all those things for us. Thus let’s have a look at handling those graphics settings the proper way, and in particular: permanently!
For reading the article, please follow this link.