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

Hi Frezer748,

I’ll try and address these best I can. :slight_smile:

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.

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.

Temporall AA

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

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