I've made a material to hide texture repetition. I have a thread on the unreal engine forum about it and an example project on Github: https://github.com/WitchDev/RandomizedTilingMaterials.
In the PS4 announce they did discuss how they want indies to be able to publish for it easily (the easiest console to publish on, or something like that.) If they count iOS publishing when they're saying they'll be indie-accessible then they may have a way to deploy to home machines. I still think the best change for…
There's a good article on fxguide to follow up with the visual effects video they just posted as well. http://www.fxguide.com/featured/unreal-engine-4-next-gen-gaming-effects/
So what you guys are saying is Unreal needs a Wacom hand-drawn node editor that will automatically create the right nodes from handwriting recognition. :poly121::thumbup:
Couple of nice Unreal 4 shorts, the foliage is really coming on. [ame]www.youtube.com/watch?v=0zjPiGVSnfI[/ame] [ame]https://m.youtube.com/watch?v=0DG51glKipU[/ame]
Lots of good stuff in this update! RTT blueprint! Paper2d! Distance Field AO! Integrated Twitch streaming! (WIP)! https://www.unrealengine.com/blog/unreal-engine-43-release looooottsss :)
I wasn't talking about the compression of the source file, which is obviously uncompressed, but what Unreal does with it, which is compress it to some DXT format (or BC5 for normal maps, etc.)
man-- lucky guy. The closest I got to Unreal Engine 4 was at their GDC booth this year, it was nice seeing folks showing the studio demo in real time UI - :D