Originally posted by iniside
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- The one I already pointed out, the crash after Keeping Simulation Changes for an actor with a property that references another actor. 2 days ago I was finally asked for my project files by an Epic guy so I'm hoping the matter will be solved soon, but again this problem goes all the way back to April 4th.
- Imposters were introduced and advertised as a feature in 4.3 and even in 4.4 they were not working (haven't tested in 4.5)
- Animation re-targetting for different Skeletons was introduced in 4.4 with documentation that was pointing to menus and tools that only came in 4.5. despite I tried, it wasn't usable at all in 4.4. in 4.5 the toolset is there, but when I try to re-target an anim from Blueman to a character with a regular Biped from 3dsmax it crashes.
- PostProcess blendables still don't work for SceneCaptureActors
- The material editor feels laggy and annoying. gone are the days of instant context menus and connecting nodes in a trusty way like UE3. now we have context menus (right click, or drag a connector into the empty space) that take ~5 seconds to load the first time, and also not snappy-instant the next times. and the visual feedback for the connectors doesn't match the behavior (the connector "hole" lights up and you end up dragging the node). opening blueprints also takes longer and longer every time, like 10 seconds to open a character (and my graphs are completely empty)
- Didn't happen to me, but a coworker's character blueprints got corrupted from an engine bug (fixed in 4.5) and lost some work. I've seen a number of threads with people that lost a lot of work because of corrupted blueprints.
Originally posted by iniside
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Originally posted by iniside
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like I said, try intersecting two translucent spheres or setting a character's opacity to 0.99. the same problems were present in UE3 btw, which had a forward renderer. so a forward renderer alone won't fix this issue.
and while you can claim that forward rendering would be a new feature, for me it's just a method to fix an existing broken feature (translucency sorting)
Originally posted by iniside
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not everyone can pay $20 per month and Epic know and enforce this. and for someone that's waiting for a specific feature, pay for a new month to see the new feature doesn't work (and again after another month's release), can surely feel deceptive.
Originally posted by iniside
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I can cope with broken features if fixing them is a priority, no problem. at work we deal with editor crashes every day, but we fix them in a matter of hours/days. in UE4 you report a crash, wait a week for a response (though I understand the volume of problems in AnswerHub is huge), and then wait 1 month (if luck is on your side, else 2 or 3) for the next big release to include a fix.
but having a new feature introduced and advertised to find out it doesn't work, and see the focus going into yet another new feature, is a different thing.
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