So RTX refractions and translucency working or not? (4.26)

Bought new graphic card.
Trying to follow this instructions Real-Time Ray Tracing | Unreal Engine Documentation and nothing works.
I get black glass.

Downloaded NVIDIA example Develop Ray Traced Games Using Unreal Engine 4 | NVIDIA Developer Blog and there same thing happens.
Glass is not transparent.

So in the end of the day is RTX glass possible or not for UE 4.26 version?

Short answer: No.

They broke a key part of it, namely the Two-Sided function. Go into your material or material instance and turn off the “two sided” stuff, then you get an inaccurate but at least somewhat working glass.
But more accurate glasses and transparent materials rely on that two sided function, so until they stop ignoring bug reports and forum posts about this and start fixing it, you will get broken materials.

And while you are on it, you may want check, if pure metals get the proper raytraced reflections in your glass… (probably not, mine just show a pure black surface instead of the poperly colored reflections).

What ‘number of bounces’ do you have for metals-in-glass? The default might be a single bounce, which means the successive bounces from the metal don’t happen, and thus, black.

Usually i use 5 as default, then 10 and 20, it stays black all the time.

I’ve tried different numbers.