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Thema: Unreal Engine 4

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  1. #1
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    endlich, erstmal Laden und ausprobieren

  2. #2
    Prophet Avatar von SplitTongue
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  3. #3
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  4. #4
    Administrator Avatar von warpspeed
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    Zwar noch im frühem Stadium aber ganz nett .

    Greetings... WarpSpeed FORENREGELN/FORUMRULES

    AMD Ryzen 9 7950X @ 5.5 GHz - Corsair DIMM 64 GB DDR5 @ 5600 MHz - ASRock X670E Taichi Carrara - ZOTAC NVIDIA GeForce RTX 4090 AMP Extreme AIRO - Creative Soundblaster AE9-PE - Cooler Master V1200 Platinum (Netzteil) - Corsair iCUE H170i Elite Capellix - Monitor-1: Acer Predator CG437KP (43" 4k G-Sync Monitor) / Monitor-2: HTC Vive VR - Sharkoon Skiller SGK60 - Logitech G502 Proteus Core - Thrustmaster T500 - RaceRoom Sitz -Thrustmaster Hotas X - MS XBox Gamepad

  5. #5
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    Unreal Engine 4.9 Preview Summary

    This list provides a brief summary of updates in this release. Full release notes will be made available with the final 4.9 release. We may not be able to provide additional information about updates at this time.


    • Editor Updates:
      • You're now able to use advanced search syntax when performing searches in the Content Browser
      • Improvements to the usability and robustness of Collections, including nested collections, dynamic collections, and more

    • Blueprint Updates:
      • Optimized Math Expression node is now more performant than regular nodes
      • Functions can now have Multiple Return Nodes
      • Construct Object From Class node lets you spawn baser object types
      • Get Class Defaults node gives access to Blueprints' values without having to create an instance
      • Level Blueprints can now be communicated with via interfaces using the Get Streaming Level node
      • Asset ID and Class Asset ID are two new data types exposed to Blueprints

    • Core Updates:
      • Runtime Asset Cache is a generic asset cache system that can be used to persistently store data generated during runtime in configurable asset buckets

    • Framework Updates:
      • Sound Quality Levels give sound designers the ability to manage audio memory usage and some performance
      • Asynchronous Real-time Audio Decompression available on supported platforms
      • You can now define your own custom curve for attenuating sounds rather than simply being limited to the built in algorithms
      • You can now specify an interval at which a tick function will be executed
      • Improvements to Actor encroachment detection
      • The Montage Element Timing Interface helps you control the order that Montage events fire
      • We now support many different blending functions between animation poses and transitions
      • Hierarchical LOD improvements including preview builds and the HLODVolume
      • We support Metadata that can be added to animation assets now, derived from UAnimMetaData
      • Bone driven controllers allow you to adjust one or more components of a Driven bone based on the motion of a component of the Driver bone

    • Mobile Rendering Updates:
      • Dynamic Point Lights are now supported
      • Dynamic Character Shadows can be used with otherwise static lighting and shadowing
      • Decals are now supported

    • Platform Updates:
      • TADP replaced with NVIDIA AndroidWorks for Windows and Mac OSX
      • HTML5 SDK 1.30.0 is now included with the Engine distribution

    • Rendering Updates:
      • Improvements to Blendables, including Blueprint interaction via the Add or Update Blendable node
      • The Collision module on GPU particle emitters has a new property called 'Collision Mode' where you can specify 'Distance Field'
      • Distance Field Ambient Occlusion quality and performance improvements
      • There are two new nodes to access the global distance field properties within the material editor
      • Area shadows for stationary lights
      • The new Ambient Occlusion Material Mask feature lets you access Lightmass calculated AO in your material

    • VR Updates:
      • Motion Controller devices like the Vive SteamVR Controller, the Sony Move, and others will now all be available through a common interface
      • Major SteamVR Updates

    • Additional details and bug fixes will be communicated in the full Release Notes for 4.9!



    Quick Notes:

    • UE 4.9 does not support Visual Studio 2015. For additional information, please view this thread.
    • UE 4.9 is expected to run on Windows 10, but has not been thoroughly tested.
    • DX12 is still very experimental with 4.9, but it can be enabled by running the editor with the -D3D12 parameter on Win 10.
    https://forums.unrealengine.com/show...676#post342676
    Geändert von Mr.H0n$3L (28.07.2015 um 22:10 Uhr)

  6. #6
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  7. #7
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