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Unreal En.gine&.4.2 02.06.2016

 
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MessagePosté le: Jeu 2 Juin - 18:40 (2016)    Sujet du message: Unreal En.gine&.4.2 02.06.2016 Répondre en citant




Unreal Engine 4.2 > bit.ly/1t4ebHn









Unreal Engine 4.2

10cf746e54
Changed hand-written shaders using the static keyword on variables to now also be declared as const on their declaration. The C++ AActor::EndPlay virtual function takes an enumeration parameter indicating the reason the Actor has been removed from the World. New: Improved Anim Notify Editor. Changed Static Meshes to check Screen Size rather than Distance to calculate which LOD to use. New: Added a walk through for the Destructible Mesh Editor. Source code access is now performed on the main thread.

New: Enter and Space Bar keys can now be remapped for the Content Browser. This includes a level transition, a streaming level being unloaded, a PIE session ending, or Destroy being called for an Actor Also, the EndPlay node now gives the reason for it executing (Actor Destroyed, Level Transition, the end of Play in Editor, and Removed from World) In C++, the AActor::Destroyed virtual function remains, however it is primarily intended for editor transaction purposes. You can drag the selection around and it will remain within the notify panel while obeying snaps:. Renamed functions so UWorld::BeginPlay is what calls AActor::BeginPlay. Marketplace. Changed SSAO Occlusion default settings to have less haloing. Exposed ShowPlatformSpecificAchievementsScreen and ShowPlatformSpecificLeaderboardScreen for use on iOS and Android. Once you are done editing them, you can create a variable of a type of your new User Defined Structure in your Blueprints. Blueprints.

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