The current version 4.22.1 plug-in uses Unrenal 4.22.1 of EPIC. plug-in is the latest version 4.22.1, which indicates that the compatibility reconstruction problem has been solved. However, when the sky sequence is put into the sky sequencer, it still crashes and reports errors, indicating the following errors.
I came across video the other day. Of course, I don’t understand any word, but seems to be actually stable in the video. but my own experiments at “demo” (4.1 and 4.2 frameworks), I have encountered a lot of stability problems. I postponed the purchase until these problems are fixed.
(I’m looking forward to forum topic everyday with hope)
Volumetric clouds works and yes, they are nice. I guess that’s why we are trying to use plugin but not only.
The “TrueSkyLight” often stop to work. Sometime it stop getting and injecting sky reflection so the shadow look pitch black (like reflection on surfaces like water which looks bad because not reflecting sky). You can notice that everytime you work on something, switch window, etc. the lights becomes dark to light few seconds but sometimes it stay dark.
Cloud shadows are off (and there’s an error about missing offset parameter) so you can’t use them
Can anyone tell me the differences between version 4.1a and 4.2 of the plugin? According to a post in thread from “michael_simul” about a year ago, “Water is a 4.2 only , the objects still exist within the editor for 4.1a but are non-functional.” Over on the Unity , “nachosimul” wrote that “The main difference is that 4.2 adds support for multiple 3D cloud layers.”.
So, with all that in mind, is there any reason for choosing 4.1a instead of 4.2? Is 4.1a more performant or more stable?
4.1a is a bit more stable, however the only updates it’s currently receiving are to make sure it’s compatible with the latest engine versions. 4.2 has newer features however due to the more active development on it, it can sometimes be a bit unstable.
problem is being looked into, it’s specifically with the binary versions of unreal and doesn’t pop up with the more complete github version we offer.
Hello, I tested the latest version of on May 15. Whether it’s 4.1a or 4.2, they still crash in DX12 mode in 4.22, and they seem to get the same error report as before.
I use the binary version.
Hello, I tested the latest version of on May 15. Whether it’s 4.1a or 4.2, they still crash in DX12 mode in 4.22, and they seem to get the same error report as before.
I use the binary version.
The operation of DX12 mode is still not solved, and the latest version of 15,16,17 is still crashing.
I used version 4.22.1 and ray tracing.
At present, there is no DX12 version available in the binary version. Whether in 4.21 or 4.22, as long as the DX12 mode is used, the sky sequence will collapse when it is added to the sky sequencer.
Same problems with in pair with installed Quixel mega-scans plugin. Got some Qt errors, then engine crashed. Looks like Qt is very broken. I really want to buy it, and support guys, but I found that never works properly even if installed on a fresh engine with the correct version using the binary installer. Still waiting for some bug-free improvements.
With regard to of DX12 mode in version 4.22, in the latest version of , at least putting into the scene and picking up the sky sequence won’t collapse immediately, but it’s still unavailable.
In 4.1a, after step, the sky became completely black, no sky appeared, and the adjustment of parameters in the sky sequence was invalid.
In 4.2, sequencers and sequences can be added normally, but most scenarios will crash in a few seconds, mainly in graphics driver, so is still not available.
I used WIN 10 1809. RTX 2080 TI graphics card, the latest NVIDIA Sdudio driver, Unreal 4.22.2 for testing.
Apart from the multiple crashed when using the sequencer, we are getting a massive performace hit on the GPU and “::PostOpaque” seems to be the problem. Does anywone know how to solve the performance hit.