Unreal Engine 4.22 Preview

Good to know at least that I’m not the only one, so they’ll definitely fix it in the upcoming version since its a common issue. It makes denoise completely unusable and without denoise you have to have at least 20 “something i forgot” per pixel to get an acceptable looking scene, which makes your performance really suffer, you’ll get 5 fps at max with an Rtx 2070.

Issues with things like Sky Dome are weird, because usually their material are unlit despite being translucent, meaning they should not even be affected by any ray tracing feature. It would be interesting have some word from devs about this. There are plenty of uses for unlit materials and it would be bad having a release with this one thing missing.

Have you reported the issue via the bug submission form? Unreal Engine Community … It is the only way to ensure visibility for our QA team and engineers. I’ve searched our records and do not see a known bug report for this issue.

I did already, like an hour ago I guess. Since the preview 5 is released like couple hours ago, and there are couple posts here already pointing the same issue I thought its a common issue for sure. Besides I think you guys do a wonderful job, just felt like saying it since it might look like everyones just complaining here but its just to point out the problems so that the engine becomes even better than it is today, even though you guys have the best engine on the market, you still push it. You guys rock.

All we need is this assistant:

I think there is a bug with recording morph targets with Take Recorder. I implement a lerp from 0 to 1 and back to record the morph target via blueprint, but it’s not recording the morph target.

Preview 5 version DXR became a mess. Most of the content in Preview 4 was normal. By Preview 5, the sky was always black. Mask materials began to flicker wildly and blackboard (Preview 4 did not flicker obviously without RT Shadow on). Many reflective materials also appeared black spots. Most of the content of DXR became very bad.

My raytracing is broken as well. The sky (and anything reflecting it) is all black when denoising and RTGI is enabled.

Spot Light, PointLight and Rect Light working properly with shadows. All other lights seem broken on preview 5.

Cast volume shadow is not enabled in the Unreal Engine 4.22 Preview raytracing.
There is no reaction when checked. It works very well when raytracing is disabled. Do you have a solution?

Awesome update. the new Raytracing functionality in P5 rly makes a knockout difference! Attaching one of my latest tests and just look at it; The subtle area shadows, the multi-bounce GI, the gorgeous translucency…I could go on but you’ll have to excuse me as I’m currently just lost for words.

> Uses Preview Build that clearly states that it contains experimantal features
> Complains Experimental Features dont work properly

OMG you’ve just won the White-Knight award! That’s so ‘Luminary’!
Did you notice the word ‘test’ in my comment?
Did you also notice P4 actually worked where P5 now doesn’t?

me too it’s no working

Can I get back to the preview4? Raytracing is broken.

RTGI don’t cause the issue but GI denoiser…

Use landscape lightmap is totally broken with 4.22.

Unreal Engine Issues and Bug Tracker (UE-71054) i’ve reported this bug since preview 2 … and it looks like it could be related to what someone’s saying about denoiser breaking ray tracing illumination/reflection in preview 5. In my case i found out the Skysphere Material wasn’t reflecting properly being unlit (black ground and blurred clouds). While setting Sky material to Lit was the solution to fix the incorrect reflection, that would now make ray tracing illumination/shadows break on scene (but correct in the reflection ._. )

#1: everything is default for raytracing to work as supposed

#2: set Skymaterial to Lit

#3: “Cast raytraced shadows” from Lightsource disabled

EDIT: images showing new issue updates for PREVIEW 5

#4: previews lighting errors seem to be fixed(raytraced shadows from lightsource now enabled), translucency reflection error


#5: r.raytracing.translucency set to 1, correct shading on object, incorrect reflection for the translucent material

#6: r.raytracing.globalillumination set to 1…

#7 r.raytracing.globalillumination set to 1 and denoiser to 0

Still nothing for Google VR crash fix :frowning:

Just wanted to add my 2 cents that despite some bugs and crashes (it’s early access after all), realtime raytracing is literally jawdropping D:

http://acatalept.com/images/basilisk-ue422-rtgi.jpg

Thanks so much everyone at Epic for making this happen!