We have just released Preview 3 for 4.15! Thank you for your continued help in testing the 4.15 build before its official release. As a reminder, the Preview builds are for testing only, and should not be used for the active development of your project.
For a list of known issues affecting this latest preview, please follow the links provided on the first post in this thread.
Epic Games has published on their forum the list of improvements available for Unreal Engine 1.15. A Preview of the upcoming 4.15 release is available now on the Launcher and Github.
This list provides a brief summary of updates in this Preview which may benefit from additional testing. Full release notes will be made available with the final 4.15 release. We may not be able to provide additional information about updates at this time.
The month of October is officially behind us and with it came more treats than tricks for developers looking to find the right fit for their projects. As we’re quickly becoming accustomed to, last month saw a slew of new arrivals inside the Unreal Engine Marketplace that meet a wide variety of developer needs. Read the rest of this entry →
This release brings hundreds of updates for Unreal Engine 4
This release is packed with many new features and numerous performance optimizations. Performance has been a big focus for us as we prepare to ship our next game, Paragon. Several new rendering and animation features focused on rendering realistic characters are in 4.11, as are new audio features and tools improvements. UE4 continues to push VR forward with improvements to VR rendering and support for the latest SDKs so that you can ship your games as VR hardware becomes available to consumers.
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!
Fixed! UE-20792 DrawMaterial() Function not Rendering Translucent Material to HUD Fixed! UE-21233 Calling RequestStimuliListenerUpdate on actor with one element in AIPerception Sensing Config causes crash Fixed! UE-21234 Crash on play when AIPerception Senses Config element is set to “sense config” options Fixed! UE-20913 Undo after deletion in BP editor causes crash Fixed! UE-17698 [CrashReport] UE4Editor_CoreUObject!UStruct::IsChildOf() [class.h:400] Fixed! UE-20644 [CrashReport] Crash while undoing in Blueprints – FObjectRecord::FReader::operator Fixed! UE-20258 Child blueprint classes can no longer change default values for inherited variables Fixed! UE-21081 Cannot open assets created in 4.9.1 in 4.9.0 version of editor Fixed! UE-20210 [CrashReport] Crash on Windows Chinese version when changing editor language Fixed! UE-21337 Movies are not skipped when Wait for Movies to Complete is false Fixed! UE-21292 Parallax Occlusion Mapping broken on Macs Fixed! UE-21127 Crash in FSlateImageRun destructor Fixed! UE-20550 Sliders and check boxs not working on touch screen device Fixed! UE-21076 Possible divide by zero in animation transitions with zero crossfade durations Fixed! UE-20961 [CrashReport] UE4Editor_Engine!FKShapeElem::GetShapeCheck<FKConvexElem>() [shapeelem.h:55] Fixed! UE-20952 Launching a Project which uses Depth of Field crashes to Home Screen on iOS8 device Fixed! UE-21123 PowerVR Galaxy S4 (GT-I9500) shows black scene when MobileHDR enabled Fixed! UE-21367 Submitting to App store for IOS 9 leads to validation errors Fixed! UE-20940 Effects.umap causes Standalone and Mobile Preview PIE to Crash Fixed! UE-21126 Foliage culling broken on XboxOne Update UE-21185 Update buttons on CrashReporter window to encourage submission