coft7

Is UE4 4.19 currently supported?
Or when will it be supported?
coft7
Posts: 1

badlogic

It's currently not supported, as we are waiting for fixes in RuntimeMeshComponent, see https://github.com/Koderz/RuntimeMeshComponent/issues/87. Once the dependency is up-to-date, we'll update to 4.19.
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badlogic

Mario
Posts: 1441

mewbits

I too await fixes for the plugin in UE4.19
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mewbits
Posts: 1

MBLucid

I noticed a post in the linked page about a native version (Epic's procedural mesh component) of the RuntimeMeshComponent. Does the community version offer functionality/support that the other doesn't? I'm not a coder and don't want to pretend that I know the difference, I'm just eager to start using the features of 4.19. :-)
MBLucid
Posts: 5

badlogic

The ProceduralMeshComponent included in UE4 doesn't allow us to have custom vertex attributes needed for two color tinting. Its performance is also a lot worse than RuntimeMeshComponent's. However, seeing the dependency issues with RuntimeMeshComponent, we may switch over to the native component in the future.
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badlogic

Mario
Posts: 1441

jzela

Just jumping on the bandwagon here. Would love 4.19 and also to have the RMC dependency removed if it is feasible.
jzela
Posts: 32

MBLucid

@badlogic - The RunTimeMeshComponent page feels a little stagnant, and we're close to 2 months past the release of 4.19. Are you still considering switching over, or are we waiting to hear more from the author? Thanks!
MBLucid
Posts: 5

badlogic

I'm in the process of replacing spine-c with spine-cpp in the ue4 runtime. Once that is complete, I'll check our options.
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badlogic

Mario
Posts: 1441

ps2invader

Hello,
Any news about spine support for 4.19?
I see on Github some person use spine runtimes with 4.20 preview and Runtime mesh component repo show some update recently (like 18 days ago)
so is possible use Spine2d runtimes with UE 4.19/4.20?
Thanks

EDIT:
I see the issue on github and i see Badlogic replace RMC with PMC, so now is compatible with 4.19.
You have done some performance test to see if there are some hit for this switch?
This change is only available in beta branch?

Thanks again
ps2invader
Posts: 9

badlogic

Jupp, please check out the beta branch, especially the 3.7-beta-cpp branch, which will become the default implementation. Performance wise, I did not see any regressions using PMC. I might add a separate RMC skeleton renderer component back in in the future, since RMC has been updated to work with 4.19+.
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badlogic

Mario
Posts: 1441

scardario

badlogic wrote:Jupp, please check out the beta branch, especially the 3.7-beta-cpp branch, which will become the default implementation. Performance wise, I did not see any regressions using PMC. I might add a separate RMC skeleton renderer component back in in the future, since RMC has been updated to work with 4.19+.
Thank you!
When do you recommend to switch from 4.18 to 4.19?
scardario
Posts: 53

badlogic

Whenever you can bare the angst coming with switching between Unreal versions :)
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badlogic

Mario
Posts: 1441

scardario

hehehe, ok, I might try later. Thank you.
scardario
Posts: 53


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