I think, that this version is a huge step BACK, not forward! Removed some elements from Kismet, some important elements! Changed icons for sound - they were beautifull, now they are ugly, just look at them in Content Browser! And this blur... it's bad too, I think. Very uncomfortable for eyes.
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January UDK Beta Released
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Originally posted by Froyok View PostThanks LennardF1989 !
I note that postprocess volume work now with blur :
[img*]http://uppix.net/d/5/f/40905d04507dcd91db2278e50f462tt.jpg[/img]
(Here, my camera in movement)
blur is not from a postprocess volume, he was here by default in the game !
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The ExampleMap (I use it to test scripting) has errors, the water material down where the crowds run is setup to capture decals and shows up wrong, the crowds run through walls and sometimes one wibbles around where the player starts, (although I can't remeber if they did so in previous versions), and the Kismet-spawned Bot up there in his chamber does not function unless I spawn an UTSquadAI instance in UTBot.uc f.e. here:
Code:event SpawnedByKismet() { if(Squad == None) Squad = Spawn(class'UTSquadAI'); bSpawnedByKismet = true; if (Pawn != None) { Pawn.MaxDesiredSpeed = 1.0; } }
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I got a problem with this new blur, it looks not nice and look at this foliage Actors movement, its blurring in movement even if i uncheck motion blur....is it only my problem?
Its only when i used dynamic shadow...Use precached worked but makes no sense in Speedtrees ore moveable Stuff....
i hope its not my mistake, tested all kind of things that could be possible, but it only comes with the January UDK....So is it a bug?
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Originally posted by JoshS View PostTerrible redraw and ghosting problems after updating to this beta. Going back to Dec beta.
Another issue I have to deal with is coming with the terrain and tesselation.
Tesselation seem to cause some really bad glitches both in editor and in game.
In the editor they appear as "noise" in the distant terrain but once you cook the map you realise that that noise is actualy huge holes on it. Images below:
In editor:
Cooked map:
[/QUOTE]
I really hope that this will get fixed. It's a major issue when it comes to large terrain based areas where tesselation is a must have.
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Hmm, I report an other "bug"... (Or its juste me ?)
When I add a static mesh (with or without a second uv for the lightmap) and save and after load the game, the mesh is fully black ingame. I must recalcul the lighting. I have no lighting by vertex.
Of course, my packages/textures/mesh are saved before ingame test :
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