Inside Unreal: 4.26 Release Highlights

WHAT
With 4.26 in preview, it’s a good time to go over new features and updates! Join us for this livestream where Epic’s engineering directors and leads gives us a highlight on what 4.26 has to offer.

WHEN
Thursday, October 22 @ 2:00PM ET - Countdown

WHERE
Twitch

WHO
Simon Tourangeau - Engineering Director, Tools
Marcus Wassmer - Engineering Director, Graphics
Laurent Delayen - Lead Animation Programmer
Jean-Michel Dignard - Lead Programmer
Victor Brodin - Community Manager - @victor1erp](http://twitter.com/victor1erp)

RESOURCES
4.26 Preview Release Notes

ARCHIVE
4.26 Release Highlights | Inside Unreal - YouTube

Ohhh man, I got questions:

  1. Does landmass and the water system function with world composition? Because I’ve been unable to successfully use it. It seems to work fine at first, but stops rendering into the heightmap when loading/unloading levels while editing the landscape
  2. Is the goal of GPU lightmass to eventually reach feature parity with CPU lightmass? In particular, support for stationary skylights and adjustments to indirect lighting intensity for materials and lights.
  3. Please, please tell me the broken search results in the material editor are a bug and not a feature, and that it will be fixed before 4.26 is officially released. It’s extremely painful to work with.

Ant news about Oculus Quest 2 APK?

Main post notes should really link to this as well
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1814986-unreal-engine-4-26-preview?p=1823976#post1823976

They do though? Look at the bottom of the OP.

Nice fix :stuck_out_tongue:

Looks like, Have big issue with hair groom. When ever I apply groom on viewport software crash!

Waaaaateeeeeeeeer

edit: wow, Epic, auto anti-capslock? Jeeze… :'D

@VictorLerp Sorry, but there are no info in release notes on how to enable mobile deferred renderer. Could you, or someone else, post it?

[QUESTION] I am wondering if this new heighmap based terrain supported and optimized for Oculus Quest 2.

Also wondering if desktop forward renderer for mobile is supported on Quest 2 (and performs as well as original forward renderer).

[question] vdb support possible?

awesome updates. I’m trying to find the NDisplay config viewer and it doesn’t seem to be anywhere. Any idea where to look for it?

Hi! Guys.
When using ios app Uremote to connect and control UE4, the iphone screen will like the attachment showing.
And another issue is, media player can not show any capture device URL. BTW, It’s normal on Win10
Could you please help fix those issues on Mac?
I’m some other guys got the same problems

Thanks

Does this fix the continuous crashes on the editor?

how can i download 4.26 version
i upated my UE and i got 2.25

Set r.Mobile.ShadingPath=1 in ConsoleVariables.ini

@VictorLerp Thank you!

I am WAY late to this party as I am making a mid-production switch from…that other engine…for my current undertaking. Do we have a release date nailed down for the stable release of 4.26? Some of the VR/AR QOL updates would be welcomed, along with a bunch of the other listed features. This seems to be one of the most solid updates in a while and looks like a solid push for the last update before UE5.

@VictorLerp
Is the time to open a VR project going to be fixed in 4.26. Opening VR projects take a lot of time, with the only indicator that it is 39% loaded.
My guess and also the communities is that the shaders are being compiled for forward rendering from scratch with no indicator of how much is left or how much time it will take to compile them.

“A VR project” or the VR template?

Shader compilation time is dependent on your CPU and how many shaders you have in your project - it can take a significant time if you have a lot of them and a slow CPU. You can check Task Manager to make sure that it’s being processed. I always recommend that you don’t migrate marketplace packs into your main project - keep them in a separate project and only migrate what you’re going to use!