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26. September 2016

 

Daydream is Google’s project to bring VR to the Android platform.  Two of the biggest game engines, Unity and Unreal, just announced Daydream support in preview forms.image

 

First Unity’s announcement:

We’re excited to announce that native Daydream support is available as of today! It brings a more streamlined workflow, significant optimizations and reduced latency beyond the Google VR SDK for Unity released at Google I/O. No prefabs, scripts or manual manifest modifications are required to get started – simply enable VR and add Daydream as a targeted platform and begin making your own virtual worlds.

Unity’s native support for Daydream aims to solve the hard problems for you. To get optimal performance and latency from the platform we have done a deep integration with the Daydream SDK to leverage the platform’s asynchronous reprojection and VR performance mode. We have also made it easy to switch in and out of VR mode so that your applications can easily expand to the Google VR audience.

Not targeting just Daydream hardware? You can also have your application target Google Cardboard with native support. Applications which target Cardboard will work on older devices so that your application can reach as many users as possible. At this time, Cardboard support is exclusive to Android with iOS Cardboard support coming soon.

You can find more information and download the Technical Preview here. For questions or feedback head over to the new Daydream forum.

Google has also created a Unity SDK which expands Unity further by providing spatialized audio, Daydream controller support, utilities and samples. Please see the script reference and download pages for more details.

 

And now Unreal Engine:

Back in May during Google I/O, Epic announced its day one support of Daydream, Google’s exciting mobile VR platform for high quality, mobile virtual reality which is coming in Fall 2016 and will provide rich, responsive, and immersive experiences with hardware and software built for VR.

Well, after gathering developer feedback and evolving its resources into a suite of powerful tools, Google has announced that Google VR SDK 1.0 has graduated out of beta and is now available on theDaydream developer site

As pointed out in the official announcement post, the updated SDK simplifies common VR development tasks so developers can focus on building immersive, interactive mobile VR applications for Daydream-ready phones and headsets while supporting integrated scanline racing and interactions using the innovative Daydream controller.

With this release, significant improvements to UE4’s native integration have been implemented that will help developers build better production-quality Daydream apps. The latest version introduces Daydream controller support in the editor, a neck model, new rendering optimizations, and much more - many features of which will be rolled directly into Unreal Engine 4.13.1 with the rest being availablenow through GitHub and rolling into 4.14.

Interested in accessing Google Daydream SDK 1.0? UE4 developers can do so right now by downloading the source here. We can’t wait to see what types of content the Unreal Engine community dreams up!

 

As mentioned in the Unreal Engine announcement, Google also released the 1.0 version of their new GoogleVR SDK.

GameDev News , ,

1. September 2016

 

Hot on the heels of last week’s 4.13 preview release, Epic have just released Unreal Engine 4.13 final.  As with all UE4 releases, this one of course adds new features and functions to make your game even prettier such as mesh decals, GPU morph targets, refraction improvements and more.  Probably the biggest new feature in Unreal Engine is the Sequencer, the NLE or Non-Linear Editor, now built into the engine making movies and cutscenes much more capable.  From the Unreal Engine blogUE4 announcement:

 

WHAT’S NEW

Unreal Engine 4.13 has arrived! In this version you'll find numerous improvements across the board.

Many new rendering features have been added, such as mesh decals, Blueprint drawing to render targets, GPU morph targets, refraction improvements and high quality, optimized noise functions are now available to materials. Shadow map caching allows for more shadow-casting dynamic lights in a scene than ever before!

Sequencer, our new non-linear cinematic editor, has been updated with a slew of new features for high-end cinematography. Live recording from gameplay has been significantly improved. Also, you can now transfer shots and animations back and forth from external applications. You can see these features in our SIGGRAPH Real-Time Live! 2016 demonstration.

Alembic support allows you to import complex and interesting vertex animations. And the new Physical Animation Component lets your characters respond realistically to physical forces by driving their skeletal animation through motors.

For mobile developers, dynamic shadows have been optimized, full-precision materials are supported, and custom post-processing is now possible. OpenGL ES 3.1 can now be used on Android, and binary shader caching will improve your iteration times.

VR games can now use capsule shadows, and stereo instancing has been optimized. Oh, and check out the new VR Template Project! It's a great example of how to use motion controllers to interact and navigate in your VR game.

Want to build your levels while in VR? Unreal's VR Editor has been improved with support for mesh and foliage painting, a new transform gizmo, and VR color picking. Finally, you now can instantly play your game right from VR! You can turn on "Enable VR Editing" in the Experimental section of your Editor Preferences.

 

Of course Unreal Engine releases always come with massive release notes, and this release is not exception.  To read the full details of this release click here.

GameDev News

25. August 2016

 

Epic have just released another preview release of Unreal Engine, this time 4.13.  Being a preview this release is not meant for production use, so expect the occasional bug and glitch.  This preview release consists entirely of bug fixes, there are no no features.  There is no forum post about the release this time due to the recent security breach of their forums.  The release was instead announced on the Unreal Engine blog, release notes copied below.

 

4.13 PREVIEW 3 RELEASED

4.13 Preview 3 is now available for download on the launcher! As a reminder, the Preview releases are an early look at what is to come and are not yet production-ready. Here's what you can expect in this release:

FIXED IN PREVIEW 3 - CL 3095848
  • UE-34697 - Samples Trigger Fails for Strategy Game on Android
  • UE-34785 - Successive launches via the Project Launcher yield "LogStats:Warning: MetaData mismatch..." in the console
  • UE-34788 - Launching from Project Launcher consecutively without closing previous launch's command window will crash the game
  • UE-34627 - Crash using Camera Rig Rail when deleting a point moving another
  • UE-34804 - Editor crashes when attempting to change units in project settings
  • UE-34758 - SplineComponent debug render is sometimes not in sync with the current spline points
  • UE-34733 - Crash when closing the timeline tab inside UMG editor and reopening UMG editor
  • UE-34702 - [CrashReport] UE4Editor_CoreUObject!UClass::GetDefaultObject() [class.h:2194]
  • UE-33301 - The cap of a sliced procedural mesh is not affected by lighting
  • UE-30405 - Accessing vertex data from CPU side code can cause crashes on merged skeletal meshes.
  • UE-34701 - Prevent preview scene assets being loaded in-game
  • UE-34776 - Ensure when automapping a rig to a skeletal mesh with matching bone names
  • UE-34015 - Rename OrientationDriver to PoseDriver before release
  • UE-34832 - Debris particles constantly firing in ending sequence of Infiltrator Demo
  • UE-34715 - XB1 fails to compile due to FXAudioDeviceProperties symbols undefined
  • UE-34680 - CLONE - Client stops working and crashes if headphones are unplugged on Windows 10
  • UE-34101 - Stat Soundcues not working
  • UE-34951 - Zero-volume vorbis decoded sounds are too expensive
  • UE-34689 - LOD's pop in after LOD actors is visible in viewport
  • UE-34807 - Force View is enabled after Generating Proxy Meshes
  • UE-34739 - [CrashReport] UE4Editor_Engine!FInitBodiesHelper<0>::CreateShapes_PhysX_AssumesLocked() [bodyinstance.cpp:1282]
  • UE-34348 - Crash opening levels with landscape in them via the command console in standalone game
  • UE-34794 - PS4 packaging failing with GLEO errors in 4.13 for project that worked previously
  • UE-34843 - KiteDemo Standalone crashes on launch
  • UE-34513 - Editor crashes while switching to paint mode if material has a grass output and landscape visibility mask
  • UE-34877 - [CrashReport] UE4Editor_Engine!UMaterialInstance::SetParentInternal() [materialinstance.cpp:2141]
  • UE-33593 - Vulkan projects crash on device
  • UE-34257 - Cannot package project with landscape to mobile
  • UE-32323 - App does not resume after locking and unlocking on iOS
  • UE-34639 - Steam libraries are not being packaged with ShooterGame on Mac
  • UE-34450 - Linux: crashes during crash handling
  • UE-34857 - Mac/iOS: Movies with spaces in name won't play
  • UE-34721 - Blank Blueprints project with Starter Content crashes when PIE Standalone Game or Mobile Preview
  • UE-34852 - Give a better error message if OBB would need Zip64 format
  • UE-34719 - CIS Failure Package UnrealMatch3 IOS
  • UE-19996 - [Linux] Setting fullscreen game resolution below set window resolution does not stretch the game across the window
  • UE-28322 - Converting BSP to static mesh on Linux causes the editor to crash
  • UE-34849 - Force OBB to never use Zip64 format
  • UE-34841 - Possible to read past end of central directory in OBB (NumEntries may be 65535)
  • UE-34699 - Need way to insert newlines in UPL
  • UE-34773 - iOS - Packaged .ipa will not deploy to device via iTunes
  • UE-34735 - Regression: Xbox One ESRAM usage has been disabled, causing severe perf degradation
  • UE-34590 - AtmosphericFog for translucent material is not working correctly with 4.12
  • UE-34514 - Game crashes when opening TM-ShaderModels while running -featureleveles2 -OpenGL
  • UE-34241 - Crash with mesh particles
  • UE-33077 - Editor crashed when exiting PIE session in test map involving FDebugCanvasDrawer::DrawRenderThread
  • UE-34688 - Mac compilation error with ClearBufferData
  • UE-34917 - Screen Percentage post process volume causes black screen flickers during transition in Standalone Game
  • UE-34712 - Media Shaders won't compile in ES2 with integer modulo operations
  • UE-34658 - Text overflows on Material_Properties sample 1.6
  • UE-34667 - Buggy gets stuck on medium speed bumps in Vehicle Advance template
  • UE-34653 - ContentExamples: Landscape examples are solid black in editor viewport
  • UE-34139 - Tutorial Asset outdated in all BP templates causing highlighting to fail
  • UE-34910 - ContentExamples: Parameter is misspelled in Example 1.3 on MorphTargets map
  • UE-34419 - Duplicate mappings on the flying template for the game pad
  • UE-34660 - Navmesh map's floor display banners obscured by navmesh while PIE
  • UE-34846 - SideScrollerCharacter.uasset has been saved with empty engine version
  • UE-34848 - Ledge_17 location is different in Blueprint and code Side Scroller 2D templates
  • UE-34950 - ContentExamples PostProcessing map demo 1.13 post process volume screen percentage is not low enough
  • UE-34907 - Misspelling in Blueprint_Splines level of Content Examples
  • UE-34911 - Misspelling in Cloth level of Content Examples
  • UE-34611 - Crash when trying to edit a key value via the context menu for FVector2D
  • UE-34823 - FBX imported from maya have incorrect tangents
  • UE-34459 - Exported Sequence camera has incorrect tangents
  • UE-34970 - VR Template has FinishCurrentFrame set, which will degrade performance unnecessarily

GameDev News

6. August 2016

 

Epic have just released a preview release of the upcoming 4.13 release of Unreal Engine.  Of course this is not a production release, so expect some warts and troubles.  As always, this release is available from the Epic Game Launcher or via Github.  There are a number of new features in this release including:

 

  • Sequencer Updates:
    • Sequencer has a variety of new import/export capabilities:
      • Can import and export .cmx and .edls for interchange with non-linear editing packages. Each shot in a sequence will be written to a separate movie file which is referenced by the edl file
      • You can apply a burn-in to the exported image
      • The ability to export HDR data in OpenEXR files has been expanded to give a choice of the color gamut used to encode the HDR data
      • Supports importing fbx animation directly to an object or track. You can also export animated tracks to fbx
    • Sequence recorder improvements as shown at Siggraph Real-Time Live! 2016
  • Framework Updates:
    • A new Physical Animation Component (Experimental) allows you to drive skeletal mesh animation through physical motors. The component allows you to set motor strengths directly, as well as using pre-configured physical animation profiles which can be created and edited inside PhAT.
    • A new Pose Driver Animation node (Experimental). This uses an RBF (Radial Basis Function) to interpolate driven values based on the pose of a target bone. You use a PoseAsset to define the target poses for the bone, and the desired curve values at each pose. This node can be used as a Pose Space Deformer, to drive corrective blend shapes based on the orientation of a bone.
    • Physics Constraint Profiles can be used to switch between pre-configured joint setups authored in PhAT. This allows for fine tuning of physics assets based on different game contexts (e.g: full ragdoll vs dangly bits)
    • Sub Animation Blueprints allow you to share animation logic by using a ‘Sub Anim Instance’ node within your Animation Blueprint to reference another Sub Animation Blueprint. This also allows you to break up large Animation Blueprints, for example into ‘locomotion’ and ‘physics’ parts. Member variables of the Sub Blueprint can be exposed as input pins on the node. The Sub Animation Blueprint must use the same Skeleton as the outer Animation Blueprint.
    • A Pose Asset that interprets each key to each pose, and you can blend between. This is to support facial animation where either FACS (Facial Action Coding System) or viseme curves can drive poses. This supports bone transform as well as morph targets.
      • Currently you can create pose asset from AnimSequence using either context menu or create asset menu in Persona. Once you create pose asset, the names will be auto generated by default. You can rename each pose or you can paste from clipboard.
      • Poses are driven by normal animation curves. As long as they exist in the animation you can see the curve. In Persona, in order to preview pose from curve, you can set Preview Pose Asset. In AnimGraph, you could use Pose Blender Node (or Pose By Name) to output the pose according to curves.
    • Animation Curve Viewer: We removed the Skeleton Curve tab from Persona, and moved that functionality into the improved Animation Curves tab. Here you can rename and delete curves, as well as previewing curve data.
      • You can see all curves that belong to current skeleton or currently active curves from preview asset. And you could also filter by specific type of curves if you only want to see active curves. Please note that we named default curve to be called “Attribute”, so any animation curves will be by default attribute curves.
      • If you want to modify the curve value, you can either turn off 'Auto' check box option or just type the value.
    • Alembic Importer for Vertex Animation (Experimental) has been added in the form of a plugin, it allows importing caches in different ways:
      • Single frame - Static Mesh (the specific frame will be imported as a static mesh)
      • Frame Sequence
        • Geometry Cache (new asset type, allows for playing back vertex-varying sequences) The imported sequence is played back as flipbook of frames, this means that performance will not be optimal and scale according to the mesh complexity
        • Skeletal Mesh (is only supported for playing back non-vertex-varying sequences) During the import process the animation sequence will be compressed using a PCA scheme, in which common poses (bases) are extracted and weighted to compose the original animation during playback time. The percentage or fixed number of bases used can be set during import to tweak the level of compression
    • Preview Scene Improvements for Static and Skeletal meshes. To access this functionality a new panel (named Preview Scene Settings) is added to both the editors. In here you can setup multiple profiles (scenes) to preview your meshes, and the profiles allow for changing Directional light, Sky light and Post processing settings.
    • A project setting to support Texture Coordinate (UV) info from Line Traces. The option is under Project Settings -> Physics -> Optimizations. When this is enabled, you can use the ‘FindCollisionUV’ function to take a HitResult and find the UV info for any UV channel at the point of impact. Enabling this feature does use extra memory, as a copy of UV information must be stored in CPU memory.
    • Slicing Utility for ProceduralMeshComponent: There is a new utility in the ProceduralMeshComponent plugin which will ‘slice’ a ProceduralMesh at runtime using a plane, adding ‘capping’ geometry, and creating a second ProceduralMeshComponent for the ‘other half’ if desired. ProceduralMesh’s also support simple collision, so they can use physics simulation. We also added a utility to copy data from a StaticMesh to a ProceduralMesh (though the new ‘Allow CPU Access’ flag must be set on the StaticMesh for this to work in cooked builds).
    • Animation Node Pose Watching Anim graph nodes can be “watched” in Persona. This allows you to see a representation of the pose being generated at any point in the anim graph dynamically. Multiple watches can be active at once allowing you to compare poses at different points and find the exact point at which any errors in your current pose are introduced.
    • Threaded Audio (Experimental): Outside of the editor, sound cue evaluation and active wave instance determination can run independently of the game thread.
    • TSet Property: TSet can be used as a UPROPERTY subject to the same limitations as TMap.
      • Does not work with replication, no blueprint support, details panel editing is limited to entering as a string (i.e. "(1,2,3)"), and if you have a TSet of UObjects and one of those UObjects is marked pending kill, the reference will be nulled on GC, but it will still be hashed as if it was the original UObject and it is possible to have multiple of these nulls
  • VR Editor Updates:
    • Foliage Editing in VR allows you to use motion controllers to spray down foliage instances. Pressure sensitivity on the trigger is supported, and you can hold the 'Modifier' button to erase foliage.
      • Some features (lasso tool and select tool) are still unavailable.
    • Mesh Painting in VR allows you to use motion controllers to paint on textures and mesh vertices. Pressure sensitivity on the trigger is supported, and you can hold the ‘Modifier’ button to erase.
      • To use this feature, open the “Modes” window in VR, then click the “Mesh Paint” tab.
    • Automatic Entry to VR Editing Mode so you can enter and leave VR editing mode when the VR editor is enabled without having to use the VR button or escape manually! As long as the editor is in the foreground, when you wear the headset, you will automatically enter VR editing mode; when you remove the headset, you will leave it.
      • There is a setting under VR in the Experimental section of Editor Settings that will allow you to turn off auto-entry if you prefer.
    • Color Picker window in VR so you can change color properties on lights and other Actors in your level. You can also use the Color Picker to select colors for Vertex Painting and Texture Painting in VR
    • New Quick Menu Options let you add a flashlight to your controller, to light up dark parts of your scene or see how light interacts with different Materials. You can also take screenshots right from VR
    • Play from VR Editor: To easily prototype your project it is possible to start your project in VR from within the VR Editor. Press the “Play” button on the quick menu to start PIE in VR. To instantly go back to the VR Editor from PIE press the 2 triggers and a grip button on each motion controller.
  • VR Updates:
    • A number of improvements to Instanced Stereo Rendering including moving the velocity pass to use instanced stereo rendering. Multi-view support has also been enabled on the PS4, which leads to significant performance improvements when using the ISR path
    • VR Template for Desktop and Console
  • Rendering Updates:
    • Drawing to render targets from Blueprint. Blueprint functions can be used to draw materials into render targets. This enables a huge variety of game-specific rendering effects to be implemented without having to modify source code.
      • The new Blueprint function DrawMaterialToRenderTarget draws a quad filling the destination render target with the EmissiveColor input in the material.
      • For more advanced drawing to a render target, use Begin/EndDrawCanvasToRenderTarget. These allow multiple draws to a subset of the render target efficiently, as well as font drawing methods through the Canvas object.
    • Scene Captures have been improved to work better with Blueprint Render to Texture
    • Cached shadowmaps for movable point and spot lights When a point or spot light is not moving, we can store off the shadowmap for that light and reuse it next frame.
    • Several improvements to the Noise Material Node. Performance has been improved for several of the functions available in this node, with more detailed description of the performance tradeoffs in the function selection tooltips. Most of these are still slow for runtime use, so baking the results into a texture is encouraged.
      • There is a new Voronoi noise option available for the Noise material node, which can be useful for procedural material creation.
      • The noise functions “Gradient - Texture Based”, “Gradient - Computational”, “Value - Computational”, and “Voronoi” can all be set to tile with an integer tiling period. This can be especially useful for baking into a seamless texture.
    • Morph Targets on GPU Projects can enable calculating morph targets on the GPU on Shader Model 5 level hardware. This frees the CPU from performing those calculations
  • Platform Updates:
    • Mac Metal Shader Model 5 has initial support. This exposes all the available features of Metal on Mac OS X 10.11.6 that are applicable to Unreal Engine 4.
      • Implements the RHI thread & parallel translation features to parallelise render command dispatch
      • Exposes support for Metal compute shaders
      • Exposes asynchronous compute support on AMD GPUs
      • Enables high-end rendering features previously unavailable on Mac, including:
        • High quality dynamic exposure (a.k.a. Eye Adaptation)
        • Compute-shader reflection environments - only available on discrete GPUs for 4.13
        • DistanceField Ambient Occlusion - only available on discrete GPUs for 4.13
        • DistanceField Shadowing - only available on discrete GPUs for 4.13
  • Mobile Updates:
    • Custom Post-Process materials can be used on Mobile devices
      • Requires MobileHDR, non-Mosaic devices
      • Supports only fetching from PostProcessInput0 (SceneColor) with blendable location ‘Before Tonemapping’ or ‘After Tonemapping’
    • Lighting Channels are supported
      • Multiple directional lights are supported in different channels
      • Each primitive can only be affected by one directional, and it will use the directional light from first lighting channel it has set
      • CSM shadows from stationary or movable directional lights cast only on primitives with matching lighting channels
      • Dynamic point lights fully support lighting channels
    • Android Automation Testing: The Project Launcher is able to package and launch your project onto multiple Android devices simultaneously. The app running on each device will communicate back to your host PC over the USB cable and the will appear in the Session Frontend window. You can then launch Automated Tests on all the devices and see the results in the Session Frontend.
    • Mobile Renderer supports OpenGL ES 3.1 on Android.
      • You can choose to package both ES 2.0 and ES 3.1 shaders for the same project, and the device will chooses the best shader platform based on the device’s capabilities.
    • A Mobile Packaging Wizard to help support packaging for mobile where a minimal app without any content is uploaded to an App Store and the rest of the content is downloaded from the Cloud.
      • Wizard can be accessed from Project Launcher window, it will help you create launcher profiles
    • Materials have an option to use Full Precision in pixel shaders when used on Mobile devices.
  • Network Updates:
    • Replay Backwards Compatibility is supported. This means you can make modifications to a build, even add or remove replicated properties and then load replays on the new build that were recorded with an older build.
      • Most of the work is handled by the low level reflection information we have for each replicated property. For custom serialized network data (UObject::NetSerialize), you can use two new functions added to FArchive (FArchive::EngineNetVer() and FArchive::GameNetVer()) which allow you to obtain the current network version of the stream and handle old data manually.
      • To test this feature out, you can simply record a replay with a certain build, change some replicated properties, and then load that same replay on a newer build!
  • Editor/Tools Updates:
    • Localized Text Formatting Improvements allow your translations to be more accurate
      • Plural Forms allow you to use different text based upon a numeric variable given to your text format
      • Gender Forms allow you to use different text based upon an ETextGender value given to your text format
      • Hangul Post-Positions help you deal with the grammar rules present in Korean, and will insert the correct glyph(s) based upon whether the value being inserted ends in a consonant or a vowel
      • To allow you to pass in the numeric/gender values needed for plural/gender form support, all of the FText::Format(...) family of functions take their values as FFormatArgumentValue rather than FText. This can be implicitly constructed from any numeric type, ETextGender, or FText. The ability to set these value types in Blueprints has been exposed using wildcard pins on the “Format Text” node.
      • You can also pre-compile your format pattern if you’re going to be re-using it for multiple calls to FText::Format(...). Simply create and store a FTextFormat instance and pass it as the pattern to FText::Format(...).
    • Using the Widget Interaction Component, you can simulate hardware input events with widget components in the world.
    • Widget Sprites: You can use Paper2D Sprites as Brush inputs for UMG and Slate Widgets.
  • Media Framework Updates: (not tested for all platforms)
    • Media Framework Overhaul
      • Media Framework API has been completely overhauled and simplified
      • Media sources are assets in the Content Browser
      • Media library tab in Media Player editor
      • Playlist assets for playing multiple media sources in a row
      • Audio playback support has been added
      • Improved media file import workflow
      • Improved Blueprint integration
      • Performance improvements on several platforms
      • Pixel format conversion on the GPU
      • Support for dynamically changing video dimensions on some platforms
    • Android Update
      • Support for multiple audio tracks
      • HTTP Live Streaming (HLS) on devices supporting it (m3u8)
    • PS4 Update
      • HTTP Live Streaming (HLS)
      • Improved playback controls (Pause, SetRate, etc.)
      • Media files can be pre-cached to memory
      • Opening media from FArchive
    • Windows Update
      • H.264 is supported
      • Better support for HTTP(S) and RTSP streams
      • Better error handling and logging
      • Stability and usability improvements
      • Graceful handling of non-standard & unsupported codecs
  • Landscape Updates:
    • Optimization of Landscape Material Shader permutations that improve editor iteration and reduce memory usage and package size for landscape materials
    • Landscape Tessellation Performance Improvements by rendering with tessellation only on the highest LOD
  • Build Updates:
    • New script for making Installed Builds: The ‘Rocket’ build process has been re-written using our new BuildGraph script (similar in style to MSBuild scripts), which should make the process easier to follow and modify for other users who want to make their own Installed builds. The main script can be found at Engine/Build/InstalledEngineBuild.xml and can be run using one of the following command lines from AutomationTool:
      • BuildGraph -target=”Make Installed Build Win64” -script=Engine/Build/InstalledEngineBuild.xml
      • BuildGraph -target=”Make Installed Build Mac” -script=Engine/Build/InstalledEngineBuild.xml
    • If you run one of these with -listonly added to the command, you will be able to see what will be built and a list of additional options you can specify. By default it will attempt to build every target platform your host machine is capable of making builds for, except for XboxOne and PS4, which are disabled by default. You can disable target platforms by adding -set:WithWin64=false to the commandline and also skip over the creation of DDC for Engine and Template content by passing -WithDDC=false.

GameDev News

28. June 2016

 

Another hotfix for Unreal Engine, 4.12.4 was just released with over 30 fixes.  Those fixes include:

Fixed! UE-32179 Properties of blueprint based behavior tree decorators are reset on game start
Fixed! UE-32178 Vehicles set to "obstacle only" in RVO are moving on their own
Fixed! UE-32356 Editor crashes when opening several marketplace assets - Assertion failed: !HasAnyFlags
Fixed! UE-32414 Using TickInterval for a tick used as a prerequisite will crash
Fixed! UE-31897 PhysicsVolume weak pointer returns null only in packaged project
Fixed! UE-31938 Crash report window does not open on GitHub source builds
Fixed! UE-29086 Crash When Typing a Node Comment and Hovering Over the Alignment Option
Fixed! UE-30963 UCS continuously runs while a blueprint's thumbnail in content browser is focused
Fixed! UE-32381 Crash updating thumbnail after compiling blueprint
Fixed! UE-32283 Animations imported with Skeletal Mesh are not marked as dirty and don't get saved
Fixed! UE-30878 [CrashReport] UE4Editor_Foliage!FFoliageInstanceBaseCache::AddInstanceBaseId() [foliageinstancebase.cpp:101]
Fixed! UE-31956 Instance changes no longer propagating to ChildActor after updating from 4.11.2
Fixed! UE-32219 [CrashReporter] Crash in UEngine::UpdateTimeAndHandleMaxTickRate()
Fixed! UE-32276 AActor::OnRep_AttachmentReplication regression on detach
Fixed! UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue
Fixed! UE-28604 [CrashReport] UE4Editor_Engine!FSharedPoolPolicyData::GetPoolBucketIndex() [gpuskinvertexfactory.cpp:75]
Fixed! UE-31445 [CrashReport] UE4Editor_DetailCustomizations!FBodyInstanceCustomization::GetDefaultCollisionProvider() [bodyinstancecustomization.cpp:35]
Fixed! UE-32244 Grabbing a Destructible Mesh Child blueprint with a Phsyics Handle crashes the editor
Fixed! UE-31766 [CrashReport] UE4Editor_Engine!AActor::InvalidateLightingCacheDetailed() [actor.cpp:4111]
Fixed! UE-32060 Editing Landscape Collision Mip Level Crashes Editor
Fixed! UE-32132 Safe zone visualization and debugging is broken on Windows
Fixed! UE-31441 A3D doesn't work on PS4
Fixed! UE-31450 [CrashReport] UE4Editor_UnrealEd!FLightmassExporter::WriteSceneSettings() [lightmass.cpp:1818]
Fixed! UE-31765 [CrashReport] UE4Editor_Renderer!FMeshMaterialShader::SetMesh<FRHIVertexShader * __ptr64>() [shaderbaseclasses.cpp:457]
Fixed! UE-31454 Using VR Preview and Shader Complexity viewmode will cause a crash
Fixed! UE-29332 [CrashReport] Crash When Switching from Lit to Light Complexity Mode
Fixed! UE-32036 GitHub 2504 : [Editor Hang new in 4.12 fix in FinalPostProcessSettings] Essential project-killing hang fix ? Rama
Fixed! UE-32415 Editing Landscape Collision Mip Level Crashes Editor
Fixed! UE-29146 CameraVectorWS Input Data as Post Process Blendable not Rendering Correctly
Fixed! UE-31549 r.ScreenPercentage.Editor does not function
Fixed! UE-32507 Third party plugin authors cannot stage PRX files on PS4
Fixed! UE-31914 Remove embedded vertex buffers from GoogleVRHMDViewerPreviews.cpp that are killing compile times and binary sizes

 

Check the 4.12 thread for more information.

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