Unreal Engine 4.22 Preview

Please add: Directional Gravity for Character BP.

Its imposible to make this happen without coding or plugins that sometimes cause unexpected errors, do not work propertly or they only work for windows… I belive this is the 100,000 time been asked by some one… since many years, its impossible to make characters walk around spherical objects with current character movement component… It only Works with pawns.

Please!

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1583659-unreal-engine-4-22-preview?p=1583839#post1583839

Use Rect Light

https://forums.unrealengine.com/development-discussion/rendering/1564157-raytracing-was-merged-into-dev-rendering?p=1586906#post1586906

“RT won’t have every feature at launch, like Landscape support, which has been mentioned a number of times here, but it’ll have a lot for everyone to check out. I’m not sure how long it will stay Early Access, but over the next release or two, there will be additional features coming online for sure!”

I have the same issue when using a laptop with an RTX 2080 Max-Q, I don’t have a Razer but an MSI. Same scenes are running well with an Quadro RTX 6000. It seems to happen when the viewport loses focus. Whenever I only touch the viewport and nothing else it works.

Landscape (and probably foliage) won’t be part of 4.22 release yet. It is expected to be included on 4.23.

HTML5 Platform Improvements ?
What exactly?
raytrace is for the heart, mobile sadly pays my bills

I am having the same problem, did a clean Windows installation, have newest Nvidia drivers, removed Magic leap plugin and added the code into the .uproject file, still getting the driver error and closing unreal :(, anyone fixed it?

Global illumination works nicely :slight_smile:

The improvement is referring to this GitHub pull request that was added: .com/emscripten-core/emscripten/wiki/Pthreads-with-WebAssembly

[USER=“4894”][/USER]
Does “Chaos” Solver work? Or it’s just a stub?

I’m not sure, it’s not anything that I’ve worked with or been told about at this point. The plugin appears to be flagged and disabled by default, so that right there already tells me it’s something that’s not ready to be documented and shown off as a production-ready or early access tool for use just yet. :slight_smile:

What about Dynamic Resolution for mobile on Android? Is there any news? Should I wait for it until next release?
By the way, I check the 4.21 release log and I found Dynamic Resolution is available for IOS, but I could not find on doc[Dynamic Resolution | Unreal Engine Documentation].
I tried what the doc said but also I found command “stat unit” useless because of the DynRes labe didn’t show either on Mobile Preview nor on Android Mobile.

I have reported the bug: Case # 00099889

Hi, cannot make work Skylight with global illumination. Works with spot light, rect light, etc…but not with the skylight. What i did wrong? I use in the console “r.RayTracing.SkyLight = 1” but doesn’t works.

So is Blast going to be officially supported with 4.22 and is it fully working? Can it be used instead of PhysX for destructibles with no issues?

Its me or looks like there is not support for raytracing after packaging project?

I am not sure, but I think it is the default when you launch a packaged game it is DX11 by default. Try to create a shortcut and place -dx12 at the end of the Target field, like when you tested with editor. Let us know if it worked!

Heh, I haven’t been able to run a packaged game in the DX12 mode even though DX12&RTX works well in the editor :(…

details I’ve noticed so far about ray-trace:

  • translucent materials act weird, they get invisible in “game view” . Material instances are even invisible inside material editor
  • there is no roughness/diffusion for refraction. Hard refraction all the time
  • RT GI brute force is really slow and blotchy. The denoiser is more of a noise-rescaler / Van Gogh pointilizer than a denoiser/smoother, please look into implementing techniques like VXGI
  • I’m getting strange edge artifacts seams to have sth to do with roughness, the edges appear and disappear if roughness is changed.
  • emissive materials don’t emit light into RTGI, the path tracer (ground truth) is rendering emission correctly.
  • I can’t exclude objects from “seen in reflections” /shadow casting, important feature for things like visible studio backgrounds or background-spheres/-cubes
  • r.RayTracing.SkyLight and r.RayTracing.GlobalIllumination.EvalSkyLight are unclear and combinations leads to a lot of unrealistic light situations
  • playing with ray-trace in real time gets addicting very fast. It’s basically the same as with a real-time renderer in Max or Maya but god, in an real-time engine? This is awesome.