There are a couple things I have sent crash-reports already for each occurrence, but I have figure some workaround for insta-crashes.
if you could create or open a project but crashes on hit Play: disable Magic Leap plugins to Fix.
if you tried to open a blueprint only project and it crashes before editor opens: delete Build and Intermediate folders and try open again. For C++ projects you need to right-click the .uproject file and select Generate Visual Studio Files before trying to open the project
This has already been confirmed to not work, only new Nvidia RTX cards are able (and any other card that vendor changes the driver to support this, depend on them not Epic’s) and there is no fallback to old generations. See Epic’s staff comment on this post: https://forums.unrealengine.com/deve…31#post1580431
hey @ ive bug-reported multiple times that cascade is somewhat messy in 4.19 and up, and its still not fixed in 4.22 (preview)
Could you nudge someone please? While niagara is getting much love, cascade is becoming a neglected child, and while that is somewhat okay… it would be nice that before its depreciated its at least depreciated in a state where I can use it for clients who are far into production and do not consider adding niagara vfx content.
For those looking to get started with Ray Tracing. Here is what you need to do to enable it and use it:
You’ll need to be on Windows 10 Build 1809 with an RTX-20XX series card and the latest drivers.
Use the command line argument -dx12 with UE4Editor.exe (for example, creating a shortcut and adding the arg at the end of the file path in the properties)
In the Project Settings, the following in this order:
Support Compute Skincache
Ray Tracing
Restart the Editor
From this point, you should have ray tracing enabled for your project.
You’ll find a bunch of commands under *r.RayTracing. **for different techniques. Some of which are disabled by default (like translucency and RTGI since they are still actively being worked on).
To use the Reference Path Tracer, use the level viewport and select ** Show > Ray Tracing > Path Tracing**. You can find some cvars for it under ** r.PathTracing.***
Epic… i’ve been waiting and waiting and waiting and WAITING!!! SINCE 4.2!!! YOU FINALLY PULLED THROUGH AND ADDED MOVABLE SPOTLIGHTS TO MOBILE!!! Wowww!!! Thank you so much!
Ive been told that as long as your card supports DX12 you can use it since that’s the driving force in how it functions in the engine. Im gonna test it after work personally. But would be a huge bummer if it truly requires an RTX card.
Excited to see that bit about the new audio engine being enabled by default for new projects. Does this mean it’s technically out of “beta” now? Either way, if it’s already enabled with 4.22 that ought to make transitioning over a lot easier compared to the fairly involved process that was outlined previously
Uhum. Hold your horses, Visual media powerhouse first requires you to get the files in, and with the current poor state of Alembic in UE I don’t see that happening anytime soon.