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Bugs(?) and ideas

Hello everybody, I just decided to create this little post to report some bugs and maybe some ideas for ue4 in the future. Because of the bugs, I'm not even sure if it is really a bug but it doesn't look very correct to me. I would appreciate every comment/feedback on this post, just to see if there are maybe other solutions for the bugs or the ideas.

Ideas:

  • Add the possibility to work with multiple people on a single landscape. Some time ago there was on the UE4 twitch channel an interview with one of the creator of ARK where he also mentioned this feature. So currently the problem is you have to send the world files from one to another, but it would be kinda awesome to maybe merge multiple landscapes into one, so people are able to work on multiple landscapes.

  • (This one is rather an nvidia
    question), but is there anything
    planned to add to ue4 a function
    where you can deform skeletal meshes with NVidia flex? Currently we have a problem with our race game, that we
    can't make a deformable Vehicle, like in other engines (BeamNG) etc. so is there any other solution or any plans for the future where you can deform
    vehicles/skeletal meshes like in
    other engines, kinda like simulating a car deform.

Bugs:

  • I didn't check it out yet in the newest UE4 version (4.8) but in the previous versions like 4.7.6 there was a problem with the anti-aliasing and moveable objects I assume. When a object i.e. a vehicle is moving than the anti-aliasing (TemporalAA) will create a ghost effect behind the vehicle. When I switch the anti aliasing to fxaa, then it's fixed. The weird thing the problem isn't occuring in the ue4 vehicle starter content, perhaps it's because the vehicle isn't moving that fast. I would rather use temporalAA because the rendering result looks a lot better than with fxaa in my opinion.

  • When rotating(Pitch-Value) a BSP
    object like a box and you want to
    extrude some polygons of it, than it cuts off the selected polgon and just moving the polygon, but it creates on the rest of the box a hole.

  • When export a selected BSP from the world or some static meshes which are placed in the world, and I try to impor them to 3ds max for example. Than the world location/pivot point of the selection I exported is not close to the mesh itself. So it's not setting the location of the exported stuff in 3ds max to the 0,0,0 location.

I hope everything is understandable.

best regards

Product Version: UE 4.8
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asked Jun 11 '15 at 03:04 PM in Using UE4

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frezer748
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Hi Frezer748,

I'll try and address these best I can. :)

Landscape Multiple users:

I'm not sure on this one.

Nvidia Flex/Softbodie deformation

I'm not very familiar with some of NVIDIA's GameWorks so it may be better to post any questions you have over in this thread where NVIDIA's Mike Skolones often responds to users queries.

https://forums.unrealengine.com/showthread.php?53735-NVIDIA-GameWorks-Integration

Also, I want to point out that deformables was removed from PhysX 3.3.2 and will be later re-implemented according to their release notes.

http://physxinfo.com/files_new/PhysX_3-3-3_release_notes.html

Temporall AA

This is an issue that we hope to improve in the future, but it's not a bug.

https://forums.unrealengine.com/showthread.php?53947-Temporal-AA-Blurring-on-moving-meshes-(foliage)&p=190874&viewfull=1#post190874

BSP hole

This has been reported with UE-6799. This is also backlogged at the moment so there is no set timeline for when this will be fixed.

BSP export to FBX

This is to be expected on any mesh exported from the engine. Also the same is true when importing into UE4 as well. The Meshes pivot will not be retained and instead will default to the world origin. This is just a feature that has not been added yet. The feature request ticket is UE-945 for the ddc to retain the meshes pivot origin.

Thank you!

Tim

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answered Jun 11 '15 at 07:29 PM

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Tim Hobson ♦♦ STAFF
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