I noticed Speedtree is missing with this release of Unreal Engine 4. I wonder if there is anything planned, in terms of vegetation. Speedtree was kinda handy, as it was easy to learn.
Did anyone notice anything else missing/different with Unreal 4? Are there still scene capture actors for cubemaps, I wonder? It seems with the new reflection actors, cubemaps have become outdated, but they are probably still there (somewhere).
U4 is big. I'm still not through with Zak Parish's tutorials and all the blueprint stuff. If you notice anything new and different, please drop a reply!
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scaleform isnt there as well. but its with the source, u will see it expanding with plugins and great tools on the way.
No idea how that happens, I am just always in the wrong forum section for what I'm posting. Sorry! Maybe some admin can move this thread to technical talk/Unreal?
Good call about Scaleform, I didn't check that yet.
Both options are possible, and should be used in different situations, there is info on it in the ue4 documentation.
Hopefully they'll return it back.
One thing I just wondered about U4 - would it now be possible to bake level lightmaps in e.g. Maya and use the lightmap from Maya, instead of the ones Unreal generates? It would be cool to have more control over lightmap baking (for the maps, not for the assets). In UDK this was either impossible or very difficult, as I couldn't figure out how to import custom level lightmaps.
https://wiki.unrealengine.com/UE3_to_UE4_Transition_Guide
Feel free to edit and add things you find that are achieved differently in UE4.
Another thing that changed is that U4 now has a road tool, as opposed to mere spline actor tools. I haven't tried it yet and don't know if it reacts/flattens the terrain below it, or if it just adopts the angle. I guess this would also work to place rivers, depending on the material you assign.
Speedtree for U4 has been announced and will be integrated, which is great new to all of us who just need some trees
WTG EPIC!
There are lots of differences between the engine versions, and a lot of features are not yet in. Lensflares indeed, but also things like fog volumes.
Also because the lighting model changed so much, a lot of things that were possible in UE3 are no longer possible in UE4. Lightfunctions and excluding objects from certain lights, emissive lights, etc.
Cubemap captures are in and 100% identical to UE3.
https://forums.unrealengine.com/showthread.php?530-How-to-enable-Light-Propagation-Volumes-GI-WIP-AND-BETA
This is basically the Crytek style lighting, perfect for outdoor maps and larger areas. It means we are free from the dreaded lightmap UV and from baking lighting. What you see is what you get in realtime!
I trust EPIC to make some major update about GI in the next couple of months. This is too big a feature to be just left dormant in some *.ini file. Rejoice, fellowship of the Unreal Engine!
As far as I know that is exactly how it works in Cryengine. Everything reacts only to the dominant directional light there, too. You could chose to make the rest of your meshes dynamically lit, instead of precomputed by lightmaps. If you work efficiently with your shaders and have very high modularity, there is no real need to bake anything anymore, in my view.
Also, this is just the start. EPIC just makes sure stuff works, before they release it. They are not Crytek, after all.
*What I would like to know - does anyone know if there will be Perforce Integration again, like with UDK?*
Perforce is there as well. I find it more easy to use than in UDK.
I just saw that when I rightclicked on my project in the Editor. It's actually Perforce and SVN to chose from this time. I still have to try Perforce to see if it is good. I wish there was some kind of walkthrough how to use it with Unreal 4!
And yeah, the UI is not really there yet. There is SLATE, but it's nothing more than a start at this point. Weird really that there is no better solution.
there is this, but that is a other monthly cost to get.
http://coherent-labs.com/ue4/
The Slate-UI is, as far as I have read about it (didn't actually work with it yet) a wonderfully designed UI-framework and there will be a graphical Editor some day, until then you will have to write UI in C++, like in the old days
That's why I'd love to get some more info on it. I wonder if anyone made a video yet or has a link to share for setting up a perforce server and Unreal 4? I tried setting up the server a couple of weeks ago, but was not getting there and gave up; annoying was that it halfway worked.
I thought the problem was maybe port forwarding, but Perforce left me pretty clueless about what I had to do. I saw they got some new tutorials, though; I might check them out and try to make a comprehensible tutorial for U4 users myself, then.
I just need time, throw me some time now!