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.
“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.
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?
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.
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.
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.
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!
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
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.